#Kerbal Life-Support System (KLSS)

1 messages · Page 2 of 1

surreal bridge
#

Let's go the LightObjectNames was supposed to be set to the name of the 3d model gameObject, not the root part object

#

Ok, now to do some light rebalancing and also some part localization

#

And then, it's pre-release time!

sudden oriole
#

Hell yeah!

#

I'll make sure to get it on CKAN as quickly as possible

surreal bridge
#

(well also the greenhouse mesh is a bit fucked because some mistakes I made with mirror modifiers but I'll fix that later down the line)

surreal bridge
#

Ah I need to find a logo too

surreal bridge
#

Here y'all go, should be decent-enough for a pre-release so people can start to try this out and find bugs!

Known issues:

  • GRN-100 Greenhouse model & emissive are wonky
  • In the VAB, the resource estimations do not take into account recyclers if they're not set to the default formula

Requires:
Space Warp >=1.5.2
Patch Manager >=0.3.0
Community Resources >=0.1.0

sudden oriole
#

not putting it on spacedock yett?

surreal bridge
#

I think I'll iron out the obvious bugs first, then do a full release

#

To avoid bug reports about stuff I already know about

vague mortar
#

Awesome! I'm installing right now

surreal bridge
sudden oriole
#

then you can linkin ig as well

#

and can f yu wish

surreal bridge
#

It's published, I suppose there's some CKAN wrangling that needs to happen next

silver jungle
#

do you want a mod tester ping for this?

surreal bridge
#

Ah yeah that'd be nice

silver jungle
#

<@&1079082721281851422>

#

first ever KSP2 life support mod now released!

silver jungle
#

requires Patch Manager and Community Resources mods (might want to add that to the SpaceDock description)

sudden oriole
silver jungle
#

who calls me

silver jungle
#

now that would be some intense wrangling

woven badger
#

I'm on the ntkan pull looking at the checks and I see this

surreal bridge
#

That's not the only issue I think, SpaceDock for one doesn't add deps and stuff like that

silver jungle
woven badger
#

What do I need to do here besides this?

#

spec_version: v1.18
identifier: KerbalLifeSupportSystem
$kref: '#/ckan/spacedock/3485'
$vref: '#/ckan/space-warp'
license: MIT
tags:

  • plugin
    depends:
  • name: SpaceWarp, PatchManger, CommunityResources
    install:
  • find: ''
    install_to: BepInEx/plugins
    x_via: Automated SpaceDock CKAN submission
silver jungle
#

I'm on it!

#

already did 1 commit

woven badger
#

Or Munix...

#

Well, anyway we've got you covered Safarte!

silver jungle
#

@surreal bridge a slight issue

#

you need to re-zip it

#

it has backwards slashes

surreal bridge
#

Ah shit, on it

silver jungle
#

(ideally with 7zip)

surreal bridge
#

Yep yep I just forgor to change it to 7z for this mod

silver jungle
#

running this:

Install-Module Microsoft.PowerShell.Archive -MinimumVersion 1.2.3.0 -Repository PSGallery -Force
Import-Module Microsoft.PowerShell.Archive

in powershell should potentially fix the automatic zipping from the template

#

(not sure if that's how you got the zip)

surreal bridge
#

Pushing an updated zip

silver jungle
#

that did it, thanks!

#

done, it's on CKAN now

#

looking amazing

#

oh wait, for some reason I don't see the LS entry in the app bar?

surreal bridge
#

Huh

#

Something in the logs?

silver jungle
#

just checked, nothing

vague mortar
#

There's no life support system inside the command pods?

surreal bridge
#

Do you have Patch Manager & Community Resources installed?

silver jungle
#

did you by chance change the version in swinfo and not in the plugin?

vague mortar
surreal bridge
#

How do I change the version in the plugin?

silver jungle
#

not it

#

for me it's fine

surreal bridge
#

[Error :Space Warp] Missing dependency for mod: Kerbal Life-Support System, this mod will not be loaded

silver jungle
#

it would say "(mismatch)" next to version

surreal bridge
#

Ah I might not have the correct PM version locally oops

silver jungle
vague mortar
#

I have a warning in the log

[Warning: BepInEx] Skipping type [KerbalLifeSupportSystem.KerbalLifeSupportSystemPlugin] because its version is invalid.

sudden oriole
#

ohhh

#

hhhhh

silver jungle
#

oh

#

your version can't have non-numbers in it

surreal bridge
#

Okayyy pushing an update

silver jungle
#

it has to be x[.x[.x[.x]]] I believe, where x is a number

#

BepInEx uses the stupid .NET version format

sudden oriole
#

Can we modify the template to auto remove extraneous shit

silver jungle
#

so that it automatically removes it from swinfo before build?

#

that might be a bit invasive

sudden oriole
#

Nonono

surreal bridge
#

Update sent to SpaceDock

sudden oriole
#

So that it automatically removes it from the version field when setting to the csproj

silver jungle
#

but BIE version has to be same as swinfo version

sudden oriole
#

It ignores prerelease versions when I do that

silver jungle
#

ohhh

#

ok, then it might be doable

sudden oriole
#

Otherwise when I had spacewarp as a prerelease it would break

silver jungle
#

but I'm not sure how much magic I can do with MSBuild to do that

vague mortar
#

10 dowloads in 20 min: the smell of success

solar yarrow
#

parts are black with the newest update

surreal bridge
#

Huh, not on my computer nooooooooo

solar yarrow
#

I'll try reinstalling

vague mortar
#

Now I have access to the life support window

#

So it's expected not to have a life-support system on command pods?

silver jungle
#

it isn't

#

I had it on all of them

#

in all versions

#

well I for one can say that now with 0.1.2, I have LS on all pods, I have the LS window, and the parts are not black

vague mortar
#

Hmmm why doesn't it work for me

surreal bridge
silver jungle
#

I hope that isn't the issue tbh

#

because it worked fine for me without clearing cache manually 🥲

woven badger
#

PM is kind weird about cache. I'd definitely try that.

solar yarrow
#

so, parts are black when you load a game with an already launched vehicle.

#

if it's new, colors are ok

sudden oriole
#

wtf

silver jungle
#

bruh

vague mortar
#

Game is tied in an infinite loop when trying to launch from the VAB with this error copied a thousand time in the log
[ERR 00:17:04.962] [Simulation] A part with Guid 6b169d44-3a70-4ac1-8dc8-8904ef4128c6 already exists.
[ERR 00:17:04.963] [General] Object reference not set to an instance of an object
at KSP.Sim.ResourceSystem.FlowInstructionCompilationExtensions.CompileToInstructionConfigs (KSP.Sim.ResourceSystem.ResourceFlowRequestConfig resourceFlowRequestConfig, KSP.Sim.ResourceSystem.ResourceDefinitionDatabase database, System.Double basePriority, KSP.Sim.ResourceSystem.IFlowNode target) [0x00078] in <483cd9805b7642b5be13e081b9a5d1b4>:0

surreal bridge
#

Uhjhhhh

silver jungle
#

this will be a fun mod to debug, combining custom modules, patches, and UITK

#

the unholy trinity of modding

#

meanwhile, I have all the above seemingly working

#

but I have the recycler and greenhouse off

surreal bridge
silver jungle
#

and it's not ticking down

#

these values are not updating whatsoever

vague mortar
surreal bridge
silver jungle
#

yeah pretty sure that can't be the case

#

there isn't anything even remotely close to this

#

in fact it's the only mod to use community resources and patch manager at this point

surreal bridge
#

Yeah we're treading new ground here

vague mortar
#

[ERR 00:22:11.108] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Food' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.110] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Waste' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.147] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Food' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.147] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Water' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.148] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Oxygen' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.148] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'WasteWater' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.148] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'CarbonDioxide' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase
[ERR 00:22:11.149] [Simulation] [ResourceContainer > CreateFillDataFromDefinition(...)]: invalid resource name 'Waste' in container definition - no resource registered with that name in KSP.Sim.ResourceSystem.ResourceDefinitionDatabase

silver jungle
silver jungle
#

yeah, that looks like CR isn't loading

vague mortar
#

I don't have the infinite loop anymore. I have an empty State entry in the part manager

surreal bridge
vague mortar
sudden oriole
#

Collision

silver jungle
#

how would that affect this

surreal bridge
vague mortar
silver jungle
#

but yeah that should have been fixed

surreal bridge
#

It's from PM's side then?

void fiber
sudden oriole
#

Because thats where the ReflectionTypeLoadException shit is even meant to be patched

surreal bridge
sudden oriole
#

@vague mortar uninstall BetterPartsManager

vague mortar
#

Ok

silver jungle
#

ok so I can confirm that the resources now completely stopped ticking for me in this version

#

it worked just yesterday

solar yarrow
#

they don't tick for me either

silver jungle
#

did you try to listen carefully?

solar yarrow
#

wait, I head something

vague mortar
#

There it is!

solar yarrow
#

nevermind, that's my wall clock

silver jungle
#

yep

surreal bridge
#

That's very weird

silver jungle
#

rates are set correctly in cache

#

just checked that

sudden oriole
#

I think its an issue on Safartes side

surreal bridge
surreal bridge
silver jungle
#

sorry, dumbass

vague mortar
#

It's ticking for me

surreal bridge
silver jungle
#

ok I don't seem to have a consumer on any crew pods at all

surreal bridge
#

Huh

sudden oriole
#

huh

silver jungle
#

let me try the good old "delete cache" trick

#

...

#

that fixed it

#

Cheese something tells me the cache invalidation doesn't work like it's supposed to

#

it really does seem more and more like a PM 4am-er after all

sudden oriole
#

We ... don't add the swinfo into the hashes

#

:/

silver jungle
#

oh...

sudden oriole
#

We really should add a if modlistchanged

silver jungle
#

yeah

sudden oriole
#

I thought we did

#

did we remove it?

silver jungle
#

I have no recollection of either

surreal bridge
#

Does it check for mod version changes too?

silver jungle
#

it should but it doesn't

sudden oriole
#

Should be as simple a fix as this

silver jungle
#

that was the problem

sudden oriole
#

(that second one uses a hash of the swinfo files for reference

silver jungle
#

oh yeah true, SW does already have that

surreal bridge
#

Okay, at least this issue should not affect non-modders for my mod, at least we caught that early x)

silver jungle
#

well, technically it does

#

since the last version was broken, incorrect cache was generated

#

and updating the mod doesn't regenerate it

surreal bridge
#

Ah true

silver jungle
#

but that's about to not be an issue very soon

sudden oriole
#

@silver jungle can you review my PR

#

Okay, PM issue solved

silver jungle
#

one of them, anyway

#

the type load error is more worrying

surreal bridge
#

I'm still confused by Falki's black part issue

sudden oriole
#

That's just reflection being reflection with broken DLLs (BetterPartManager)

silver jungle
sudden oriole
#

I'm gonna grab some food

silver jungle
#

and nothing relevant in logs

#

[Info : Unity Log] [Physics] Couldn't find override drag cube or drag module data to calculate bounds for buoyant part 'KLSS_life_support_tank_1v_1x1'. Make sure Part has a drag module and/or an override cube if desired this is the only thing about KLSS

#

but I don't think that's related

#

since that's only about one of the 3 broken parts

surreal bridge
#

Ah yeah I don't know how to do drag cubes

#

And I might have forgot drag on the first part

silver jungle
#

as we did for the engine in the workshop, btw, I'm pretty sure @woven badger

#

lmao

surreal bridge
woven badger
silver jungle
#

though actually the automatic drag cubes might not be possible currently without importing the game's project settings

#

since we need to assign a transform to an imported layer from the game

#

and that I think is part of the project settings import

surreal bridge
# silver jungle

You just added a new craft to a save with already flying vessels?

sudden oriole
silver jungle
#

not sure if the restart is needed

surreal bridge
#

Ah yeah can reproduce

#

And wtf

sudden oriole
#

Is it a PM issue?
Couldnt be otherwise all parts would be black?

silver jungle
#

yeah, I don't think so

surreal bridge
#

Nah that's an issue with my Unity part setup I guess

silver jungle
#

who would have guessed we would manage to find this many bugs in such an amount of time (since patch 5 release)

sudden oriole
#

We should get paid for this

silver jungle
#

also

#

these have been long overdue

surreal bridge
#

@woven badger didn't you also have issues with your engines turning black at some point?

#

Well anyways, I'm going to sleep asap, I'll try to fix the most egregious bugs tmrw

woven badger
silver jungle
#

oh by the way

#

seems like your forgot to update the subtitle

#

on the forums

surreal bridge
#

Oops

vague mortar
#

There's a minor bug when the oxygen level is near zero, it get stuck at 21s left

#

Steps to reproduce :

  • don't activate the recycler and deplete all ressources
  • when everything is at zero, activate the recycler -> the oxygen and water level rise
  • when there's no more electric charge, the levels drop
  • the oxygen level stops at 21s
#

I reloaded and retried, I was able to reproduce

#

With timewarp, I noticed that the Kerbal lives for several hours still before the oxygen level gets brutally to zero

#

And then he dies

#

Also a very minor display bug: it uses metric tons instead of liters for the water in the VAB

surreal bridge
surreal bridge
#

I'm trying to wrap my head around the "parts appear black after restarting the game" issue and I have no idea where to start looking

#

Afaik my materials are set up properly (see attached)

#

My maps look okay too I think

vague mortar
#

Can you reproduce?

surreal bridge
#

Yeah, launch a craft with my parts, save and exit the game, restart and reload save

#

I have an intuition as to what might cause it, brb

#

I think this is clearly an issue with ambient occlusion

vague mortar
#

But you don't have an ao map

#

Maybe you need to set its strenght to 0?

surreal bridge
#

iirc the shader computes AO from metallic, and every other mod I've seen sets the strength to 1

#

What's weird is that it only happens after a game restart, like how does that make any sense

vague mortar
#

It may be failing to load one of the texture map

surreal bridge
#

Ok I think I found the issue, I put some noise in pmDirt and that causes everything to turn black, I need to check how this channel is used

surreal bridge
#

I managed to get the greenhouse to not be blac at one point but now I can't replicate nooooooooo

#

@woven badger for parts mat, all maps except normal should be set to Alpha Is Transparency right?

surreal bridge
surreal bridge
woven badger
#

The Normal needs to be "fixed", but not set to alpha is transparency.

#

Is the mostly black one an AO map?

surreal bridge
#

Emissive

woven badger
#

Ahh, Ok. Then these look fine.

#

I don't see anything wrong with the way you've got your material set up. Looks fine to me.

surreal bridge
#

Argh why the f is this bug happening

#

Why only on save load too

#

Just to be sure @woven badger , you never had any issues with your engines turning black on save game load?

woven badger
#

This is an odd one. I just tripple checked all your materials settings against one of mine and they do look fine.

#

I've never see this happen with any part, engine or tank - those are all I've made so far

surreal bridge
#

Are your adressable group settings the same as that?

#

And addressables settings

woven badger
#

looking now

#

The first one is fine.

#

Where do you ge tthe second one?

surreal bridge
#

Window > Asset Management > Addressables > Settings

woven badger
#

Minor diff here:

#

Also here:

#

And here:

#

I don't know any of those would matter.

surreal bridge
#

Yeah that didn't fix it

woven badger
#

Man this is a weird one.

#

I do kind of think it might be occlusion related.

#

I think if that gets messed up it would do this

surreal bridge
woven badger
#

I leave it empty.

#

Like you said, I think the shader does it for you.

#

Do you have the Lux Shader somewhere in your project?

surreal bridge
#

I can replicate in Unity what I get in game if I set occlusion strength to 0

surreal bridge
#

So yeah this seems ao related

surreal bridge
silver jungle
#

it should be the same one

woven badger
#

Are they? I did not know that! I may have it duplicated then.

silver jungle
#

not 100% sure

#

but I think the one in KSP2UT is from Lux

sudden oriole
#

It was given to me by lux

surreal bridge
#

So from what I gathered it seems _occlusionStrength gets set to 0 for my parts on save load after a restart

sudden oriole
#

Odd

surreal bridge
#

I'll try recreating a new one

woven badger
# surreal bridge I'll try recreating a new one

That may be the thing. I had (completely unrelated) issues that led me to finally re-do my SPARK mod with a fresh clean package. I jsut did an asset export for everyting (including dependencies) that I wanted to save from the old project and pulled them into the new one. I needed to set up addressables and the Build/Load path, but mostly it's not that bad. Tedious, but not really bad.

#

I have a hunch that best practices may be to go this route when migrating from one unity ver to another.

surreal bridge
woven badger
surreal bridge
#

@arctic panther I seem to be having an issue with the Paintable shader in Unity, for AO I do not set any map and I just set Occlusion Strength to 1. But here is what happens: when reloading a save with the part on a launched vessel after restarting the game the part appears very black, just like when Occlusion Strength is set to 0. Any idea what could cause this?

#

When first launching a vessel and in the OAB the parts appear correctly

surreal bridge
#

(I am going crazy over this issue)

surreal bridge
woven badger
#

Sorry, got distracted with an LFO thing. I'll test that rn in the game.

#

So save with a part on the pad, get out and then back in and load?

surreal bridge
#

With restarting the game in the middle yeah

woven badger
#

OK, saved on the pad, closed the game, launching again now

surreal bridge
#

Ah!

woven badger
#

Yay! Perfect! not...

surreal bridge
#

The update must have broken smth in the shader

woven badger
#

It's blacker than Neal's shirt...

#

No, dude - I'm getting the same issue you've got.

#

Those are supposed to be shiny!

surreal bridge
#

Yep, that's what I'm saying, the shader we both use must have had smth broken

woven badger
#

Oh, yeah. I get you now. The update broke something

#

We'll have to sort this out...

surreal bridge
#

Yep definitely, is Lux also the only one who knows how that works? (tbh the shader is pretty short we might be able to sort this out ouselves)

#

@arctic panther could the Unity 2022 upgrade have broken something with the Paintable shader? Especially regarding occlusion

woven badger
#

I think this is something we should handle. Lux is taking a look at LFO rn. Maybe you and I can sort this one out so we're not overloading him?

surreal bridge
#

Yep, I'm trying a dirty fix rn

woven badger
#

Ooo! I like that. I'm going to open up that shader and have a look see.

surreal bridge
#

Ok dirty fix didn't work

arctic panther
#

can you show me

#

how your inpsector looks?

surreal bridge
#

On first vessel launch the part appears correctly but then after restarting the game and reloading the save the part appears like occlusion strength was set to 0

woven badger
#

So force it to be 1? Weird. In Isa's icon generator I don't apply the _ao, and I set the strngth to 0, and that give me a good icon - but that's blender.

#

Is your dirty trick then to change this line?

#

o.Occlusion = o.Occlusion * _OcclusionStrength;

surreal bridge
#

It was to remove it yeah

woven badger
#

to be = 1

woven badger
arctic panther
#

could be the implementation, but then it would happen to every thing

#

oh

#

its this something that only happens on 0.1.5?

woven badger
#

Yep

#

0.1.4.1 was fine. This is new in 0.1.5

arctic panther
#

fair, probably something on the patch in spacewarp

#

if you load a save, the same happens right?

#

cuz the pipeline of VAB>Flight is diffrent from Save>Flight

woven badger
#

IF you quit/reopen/then load you get this.

#

Seems this is related to that different pipeline then

arctic panther
#

yeah, @sudden oriole what was the fix for PM to apply also on saveload?

woven badger
#

#1145349899777478759 message

arctic panther
#

its probably gonna be needed here too... wierd that it broke on 0.1.5

woven badger
#

I meant you get this effect.

arctic panther
#

my guess is that they changed the shader internally

#

since it still works correctly in Unity, but not in game

woven badger
#

Also, I just tested without PM and CR and the before looks fine like this:

#

with after like this

arctic panther
#

oh wait, so w/o those 2 it looks fine?

woven badger
#

Nope without those two we still get the bad occlusion effect. I think I've ruled out PM and/or CR as a source

#

I can start dropping mods to see if there's any way to get it better narrowed down, but I know those have both seen a lot of work recently

silver jungle
#

you could try disabling/deleting everything except SpaceWarp, UITK and TNO

woven badger
#

So the before was when I saved, and the after was after quit/restart/load

silver jungle
#

(disabling doesn't work with PM, since it has a preload patcher, but should work for all other mods)

woven badger
#

Oh disabling PM doesn't necessarily work?

silver jungle
#

it doesn't disable the preload patcher

#

and that can cause exceptions

#

and it does change some of the game code

woven badger
#

I could temporarily yank it - that will work

#

I'll test that rn

#

PM yanked, but other things still present (CR disabled)

silver jungle
#

yeah, then you can probably rule out mods

#

it might be an issue in SpaceWarp's code

woven badger
#

Still bad...

silver jungle
surreal bridge
#

The ColorsPatch probably?

silver jungle
#

since SpaceWarp is where the shader properties actually get set

#

yeah

woven badger
#

This is good to know. We've narrowed it down then.

#

It's also good in that we should be able to fix it in just one place.

silver jungle
#

Possibly

#

Not sure if the KSP2UT-provided shader might also need a change

#

Which would require a rebuild of part mods

#

But that's only if the game's own shader's properties changed

#

If not, then it's just SW that needs fixing most likely

surreal bridge
#

Hmm is there no Deploy&Run build config for SW?

#

(trying some stuff)

silver jungle
#

No, SW is an absolute monster

#

You need python installed to build it

#

And then you run build.bat in its root

#

I'm planning on completely reworking the whole build system to match the one used by my template

#

For 2.0.0

sudden oriole
#

Space Warps build system was from before we had better practices

silver jungle
#

Before I traveled deep into the mountains of MSDN to learn the ancient dark arts of MSBuild

surreal bridge
#

I'll try to look into the ColorsPatch but it looks complicated

arctic panther
#

the patch in colors patch

#

where it applies to the in flight crafts

#

is probably broken

vague mortar
#

Testing KLSS on a space station

#

So far I have encountered some glitches, such as:

  • after a while, it's not possible to save a build in the VAB
  • when launching, it's not possible to revert to launch or to revert to VAB
    But it's hard to know if they are related to KLSS or not. I have another install where KLSS is not and I do not encounter them, but that's not the only difference in terms of mod.
surreal bridge
#

Can you reproduce those errors consistently? For the first one, after how long does it happen roughly? And also, do you have save & log files available? (And do you have other mods installed?)

vague mortar
#

Yes it happened several times. I just removed all unnecessary mods, I will tell you if it happens again

#

I have found something else. It's not really a bug but it's an inconvinence. When I add a pod in the VAB, it does not get added to the life support window. Even if I save the build it does not. I have to load the build to be able to see the stats.

vague mortar
#

Another thing to be improved upon: pressing Esc closes the KLSS window (in flight and in the VAB), so I have to re-open it everything I save the game.

surreal bridge
vague mortar
#

The greenhouse description says it outputs 0 T of food whatever the setting.

vague mortar
#

Do the Kerbals generate waste?

woven badger
# vague mortar Do the Kerbals generate waste?

The primary output of any machine shop is waste. As a bi-product of waste production you get a few parts. I think Kerbals are the same. They mainly generate waste, but also may do some work and serve a decorative purpose when planting flags.

surreal bridge
vague mortar
#

Where can I see the amount of waste generated? And what happens once we reach the limit that the vessel can sustain?

surreal bridge
#

Ah yeah there is no way currently to see the Kerbals' consumption and production in-game oops
They produce / consume per day:

  • 1kg Food/Waste
  • 1kg O2/CO2
  • 3L Water/WasteWater
    And nothing happens when the waste products containers are filled, it is assumed the Kerbals just dump it outside
silver jungle
#

for a future update, may I suggest that for example once your space station's waste containers get filled up, you'd have to send a resupply craft to fill up the food/O2/water containers and take away all the waste?

vague mortar
#

lol ok

#

Maybe "dumping" should be a manual action, so that we can dump the waste water but keep the waste for fertilizer

surreal bridge
surreal bridge
silver jungle
#

I guess, it really just depends on the intended level of realism, for example if resupply missions were a necessity, then taking out the waste with them would also make sense

#

But if it's possible to recycle 100% of everything using EC, then it's definitely not needed

surreal bridge
#

Yeah I do not aim for this mod to be this realistic

woven badger
#

Perhaps there could be optional recyclers with some %efficiency and requiring EC?

surreal bridge
#

Right now all recyclers require EC and have a <1 efficiency

silver jungle
#

do they? when I was testing with solar panels, there seemed to be 0 loss

#

or maybe that was a bit earlier in the development? now I'm not sure anymore

surreal bridge
#

Ah yeah by <1 efficiency I mean that they cannot cover the needs of a fully crewed capsule

silver jungle
#

ahh

#

you're right, I think I had 3 kerbals out of 5 in the biggest crew pod

surreal bridge
#

"True" innefficient recyclers would pretty much make self sustaining stations/bases impossible which I do not want

silver jungle
#

I like this solution, it basically forces you to not "overcrowd" your crew modules

surreal bridge
#

Yeah, and while the solution for O2/H2O self sufficiency is "just" adding more crew modules, it provides a gameplay reason for larger stations / bases which is cool imo

surreal bridge
sudden oriole
#

I really need to add per campaign settings to space warp

surreal bridge
#

That'd be awesome indeed 🤩

surreal bridge
surreal bridge
vague mortar
#

Not being able to save a build in the VAB never happened again after I deleted the other mods, but not being able to revert launch or revert to VAB is systematic

#

But there is a workaround:
Recover vessel > Revert to launch
Recover vessel > KSC > VAB > load vessel

surreal bridge
#

Huh, I'll look into that

surreal bridge
vague mortar
#

The buttons are greyed out

#

I'm launching the game to take a capture

surreal bridge
#

Are those buttons greyed out only after restarting the game or directly after launching a craft?

vague mortar
#

Directly after launching a craft

#

But I just tried with a clean campaign and I could not reproduce

surreal bridge
#

I think there's some weird stuff happening here that might be caused by the game itself

vague mortar
#

It seems it only occurs with my current campaign created before I deleted a bunch of mods, so maybe I'm not sure it's worth that you investigate after all

silver jungle
#

I also encountered a very weird bug where I had a vessel in VAB I could not launch, getting an error log saying something like that the vessel is still in the process of being saved, and was not able to launch it even when closing/opening the VAB etc., had to restart the game

#

I did have the mod installed, but I think it has to do with either the game itself, or PM

#

more likely the game, if I had to guess

#

and I'd say the same for these other bugs as well

#

though it's pretty difficult to pinpoint

surreal bridge
vague mortar
#

@surreal bridge I've noticed a few more issues

  • the time expectancies do not get updated in the VAB when modifying the resource sliders, except when one of the ressource is 0 or when modifying the conversion rate
  • the window sticks when going back to the main menu
#

I have checked that these issues are present on a clean campaign

surreal bridge
vague mortar
#

Thank you, your mod is very fun to play with

surreal bridge
vague mortar
#

Also what do you think of adding the Waste in the resources window in the upper right corner? So that the player would know if he has enough waste to utilize the greenhouse in fertilized mode

surreal bridge
#

Hmm I don't know, I want to keep the number of resources in the top right window to the strict minimum, other mods will probably want to add stuff there too and it could quickly get out of hands

vague mortar
#

Alright, but I feel we should have a way to check for the amount of waste in the vessel

surreal bridge
#

You always have the Resource Manager, but it's very clunky

#

This part of the game's UI needs a lot of work imo

vague mortar
#

Ah yes, it didn't occur to me to check the Resource Manager

silver jungle
#

one thing I miss from KSP1 is an overview of all of the vessel's resources in the VAB

#

(though that is added by Kerbal Engineering Redux, not in stock)

vague mortar
#

We need a mod for that 👀

sudden oriole
silver jungle
#

i guess that would warrant changing it, yeah

sudden oriole
#

The difference between l and 1 in that font is one pixel it seems

silver jungle
#

bruh

surreal bridge
#

Ah yeah let's go for "L" x)

white cliff
#

hey m8

#

how is this mod going?

surreal bridge
#

Going along, haven't worked on it in the past few days as I was taking a lil break

white cliff
#

ah nice

#

did you have any problems with 0.1.5 in the end?

surreal bridge
#

(stuff broken in dependencies)

white cliff
#

really looking forward for this to release

surreal bridge
white cliff
#

ah didnt know

#

installing this right away!

#

btw if kerbals run out of resources

#

for now what happens

surreal bridge
white cliff
#

ah nice

surreal bridge
#

Other difficulty options for that will come later

white cliff
#

yeah sounds good

surreal bridge
white cliff
#

this is what i like anyways

white cliff
#

(maybe has to do with the fact that i've been using kerbalism with rp1 for the past 3 years)

#

btw any bug i find i'll be sure to document it here

surreal bridge
white cliff
#

alr

#

good to know

sudden oriole
#

the part calc changes are happening in0.2.0

surreal bridge
#

Yep saw that, I asked Dakota for some details if it was possible, we'll see

surreal bridge
#

New release: #1169303383346262127 message !

surreal bridge
#

working on a Cygnus-esque food container

surreal bridge
#

Added a water tank, oxygen next

#

Then some small radial tanks for rovers

surreal bridge
surreal bridge
#

mmmh snacks

silver jungle
#

love it 😆

surreal bridge
#

water tank!

sudden oriole
#

Awesome

surreal bridge
#

Let's try to quickly do the ox tank before going to sleep

surreal bridge
#

this is starting to get out of hand nooooooooo

#

all the new parts made this weekend

silver jungle
#

bro is speedrunning part modding

surreal bridge
#

I think I've gotten it down to ~3h/part now

silver jungle
#

damn that's crazy

#

and they all look amazing

sudden oriole
#

Do you use the newest ksp2unitytools? @surreal bridge

surreal bridge
sudden oriole
#

Fair enough

#

I was just thinking it might bring your iteration time down, but youd have to make a new project and copy everything over

surreal bridge
#

Yeaaaah I'm gonna stick to my already set up project for this mod, I'll definitely use the new tools for any future part mod tho

silver jungle
#

for a code mod the only part that it would speed up would just be the automatic copying of the addressables to the mod folder

#

so probably not worth the effort

sudden oriole
#

I mean it also just allows you to launch ksp2 to test all within unity but yeah

surreal bridge
#

Working on some triangular radial M-size containers

boreal perch
surreal bridge
merry mauve
white cliff
#

this mod is taking some good shape

surreal bridge
surreal bridge
boreal perch
#

Great ballsklueless

surreal bridge
#

Had an idea:
Right now the greenhouse has two modes: "fertilized" and "unfertilized", the difference is that in fertilized mode the greenhouse uses Waste and produces twice as much food as the unfertilized mode.
This means that currently there is no reason to not use the fertilized mode, to remedy that I have a new proposal:
The fertilized greenhouse will use a new "Fertilizer" resource instead of "Waste". "Fertilizer" is made from "Waste" using a new part that also consumes electric charge. This adds constraints to using the fertilized mode which are still fair and interesting imo

surreal bridge
#

All the new container parts, I think I'll release those before the fertilizer rework

surreal bridge
#

Oops I had to enable git lfs, this mod is going to start getting large in terms of file size

silver jungle
#

damn, what kind of files do you have that are that big?

surreal bridge
#

the bundle

silver jungle
#

oh

#

I just wouldn't put that into the repo at all tbh

surreal bridge
#

Oh fair

silver jungle
#

if you have the source Unity project in it, it's kinda redundant

surreal bridge
#

The SpaceDock upload is gonna take a while klueless

boreal perch
surreal bridge
boreal perch
# surreal bridge

Will composters become an exclusive seperate part or will they also still be integrated into the bio hab? Looks great btw!

surreal bridge
#

Separate part I think, this way it'll add a "cost" to using the "Fertilized" mode for greenhouses (also it'll make for more visually interesting stations and bases ahah)

boreal perch
#

sounds like a fun mechanic!

surreal bridge
# surreal bridge

I wanted to work on the textures for this right now but I forgor I didn't do the UV unwrap nooooooooo

surreal bridge
#

But now I can't texture cause I have TTRPG night

sudden oriole
surreal bridge
sudden oriole
#

Interesting, never heard of it till now

surreal bridge
#

I'm not even sure there are English translations of it ahah

sudden oriole
#

Darn french people getting the cool rpgs

surreal bridge
sudden oriole
#

Tomorrow is ttrpg night for me, and we are playing plain old 5e

surreal bridge
#

Nice! I need to get back into some DnD at some point

sudden oriole
#

Well, somewhat modified 5e in some regards but yeah

silver jungle
sudden oriole
#

We should have a ksp2ms ttrpg night save me

silver jungle
#

I wish I got into TTRPGs, I've never had a friend group that would be interested in it

sudden oriole
surreal bridge
#

The new balancing I had in mind for M inline long greenhouse:

  • Unfertilized: produces enough Food for 2 Kerbals
  • Fertilized: Produces Food for 4 Kerbals, consumes the amount of Fertilizer produced by 0.5 M inline Composter (so with 1 composter and 2 greenhouses you can cover the needs of 8 Kerbals)
surreal bridge
#

Alright I need to get back into the motivation to work on my mods, so here are my plans for KLSS before 0.2.0 drops:

  • Release the composter update
  • Add correct transfer of resources to and from EVA
  • Add Kerbal "strike" mechanic that'll replace death in normal mode
  • Go over the balance of the currently released stuff
#

For the strike mechanic, when Kerbals run out of a resource for long enough they will no longer be able to pilot a vessel (I'll do that by increasing the minimum command crew of the command pod they're in)
They'll however still be able to go into EVA otherwise it'd be nearly impossible to rescue Kerbals stranded in EVA (and it makes the feature much easier to implement ahah)

#

Later on, Kerbals on strike will not be able to perform experiments either

surreal bridge
#

Urgh the resource flow request system is a pain

#

Doing singular resource requests is annoying, I have to go quite low-level

surreal bridge
#

(the pod started with 7d of supplies, the transfer was successful)

#

now to test all the many possible edge cases 🥹

#

Lgtm, I'm gonna release an update with this + the composter

maiden mesa
#

so excited for this to come to 0.2!

surreal bridge
#

I'll try to publish an update with the parts tech tree node placement tonight. I'll also work on the known issue of no LS resource consumption for background craft asap

maiden mesa
#

:0 awesome :)

sudden oriole
#

Btw once you add the parts tech tree node placement stuff, I might make a pull request for Where's My Crew Capsule support once I finish that mod

#

It'll be using the new config system :p

surreal bridge
#

I'll try to use configs directly then to make it easier!

#

One thing I'm realizing is that the tech tree is already quite packed, we'll need ways to zoom out and / or pan tabs for heavily modded installs

sudden oriole
#

Yeah, @void fiber is working on that IIRC

void fiber
#

yep #1186780327054684320

surreal bridge
surreal bridge
#

@sudden oriole sorry to bother you, but how should I go about doing my tech tree patches to make it as easy as possible to add integrations with other tech tree mods?

sudden oriole
#

but in most cases where you aren't doing a tech tree overhaul like that, you can just add them to the node normally

surreal bridge
#

So to add KLSS parts to WMCC you'd do whole new patches just in a stage later than the base mod's ones?

sudden oriole
#

but, you can also just do it like you said

#

I could set that up for you

surreal bridge
sudden oriole
#

That way, I get to test my ideas, and you get example code

surreal bridge
#

Okok, I'll do "naive" patches for stock tech tree in the meantime then

sudden oriole
#

aight

pastel plover
#

Doing some double-checking with trying to narrow down when he dissapears

surreal bridge
#

Oh I might have an idea as to why this happens

#

Lemme check something real quick

pastel plover
#

Well that's good news, cause since I'm switching craft now he won't dissapear 😂

#

I have some mods installed (obviously) but they shouldn't be needed for this I would assume. Can give full list if you think it'd help

#

They both are still there now after way more warping then I did before the times they disappeared and still have supplies

surreal bridge
pastel plover
#

F

surreal bridge
#

Let me know if you encounter the issue again in the future

pastel plover
#

I can try and recreate it but not sure what info I can give you from it

surreal bridge
#

Reproduction steps would be great (what are the vessels like, in what order were they laucnhed, how did the missions go, etc...)

#

In the meantime I'll play around with the mod on my own time to try and find similar issues

pastel plover
#

Well, I can give the rundown (you can also see the current state in the save if you'd like)

surreal bridge
pastel plover
#

1: Launch together from Kerbin (both kerbals in lander cans)
2: Go to Mun
3: One lander can went down to Mun surface for a mission
4: Lander can back to orbit
5: Trying to randevouze without Flight Plan and getting frustrated ( 😂 )
6: Manage randevouze only to realize Jeb is gone from the rocket in orbit but still have about half of food/water/o2

pastel plover
surreal bridge
#

I'll look into what I have first, but thanks for all the info!

pastel plover
#

It's a great mod so if I can do some simple typing of English to give you an idea of what might cause an issue, I'll take it!

#

I can't do more then enjoy and break mods 😂

#

I managed to reproduce it

#

Just sat in the ship called "default name-8" utill about MET: 3d 6h

surreal bridge
#

Yep I reproduced it too, I suspect it is linked to the known "no supplies consumption in the background" issue

pastel plover
#

Did you reproduce it without any other mods installed? If not I can do that just to make sure there's not some weird conflict happening somewhere

surreal bridge
pastel plover
#

I doubt it as well but I was just offering so you didn't have to tbh

#

Shame it has a dependencie for a fix, hopefully it doesn't become too prevalent

pastel plover
#

It kept happening for me in new situations, I disabled it for now, I had the panel up and watched them dissapear in realtime

#

Hopefully the SW updated comes soon ™️

surreal bridge
#

It should be coming very soon

#

Hopefully new version in the next few hours

pastel plover
#

Very nice, it seemed really well made so definitely looking forward to it!

#

Just gotta pretend that I have it installed untill tomorrow for me then 🙂 (EUer)

radiant jay
#

where are the snacks and everything in the tech tree l

surreal bridge
radiant jay
#

maybe i'm blind , i'll check again tomorrow

surreal bridge
#

Did you install the latest version of the mod?

radiant jay
#

idk

#

i used ckan

#

maybe not

upper parcel
#

Looking forward to having this installed with For Science! Will be getting close to a proper Kerbal experience. 💪

radiant jay
#

@surreal bridge what version is your mod currently in ?

radiant jay
#

Today i did my first docking since for science and it was wth a life support ressources module for bill that is alone in the first module of my kss

#

(bill need food caus is just installed the mod and he was in space before food was invented)

surreal bridge
radiant jay
#

oh cool now background craft consumes ressources

#

so i did not do that for nothing

#

Moarrr than 100 food supplies for bill

surreal bridge
radiant jay
surreal bridge
radiant jay
surreal bridge
#

And I definitely did not want to try and find out how to setup a mod development environment on linux

radiant jay
#

oh i missunderstand

#

yea that makes more sense

#

i thought you didnt have acces to any pc

#

Actually not bill , bob

#

bill died a long time ago

sudden oriole
#

@surreal bridge when a kerbal dies, it should convert into LS resources for the other kerbals

surreal bridge
sudden oriole
#

so every time life support runs out, a single kerbal dies, and then the other kerbals consume the dead kerbal for food water and oxygen

radiant jay
sudden oriole
#

Kerbal electrolysis

radiant jay
#

Water i can still understand but oxygen ?

surreal bridge
surreal bridge
radiant jay
#

will there be a way to hide some modules (like uncrewed ones?)

#

caus i dont realy care about how long can the none existing kerbals will live

surreal bridge
#

I'll probably want to do a big revamp of this UI at some point, to add the ability to sort & filter vessels for example

radiant jay
#

wait is there a difficluy setting in your mod ?

#

like choosing if kerbals dies or just deep sleep

surreal bridge
radiant jay
#

so what happends now ?

surreal bridge
radiant jay
#

just food = alive , not food = no alive

surreal bridge
radiant jay
#

ok

#

so they do not sleep ?

surreal bridge
#

No

radiant jay
#

or become useless

#

ok

#

i thought i saw that somewhere, so that might be in future version todo or something like that

surreal bridge
surreal bridge
sudden oriole
#

damn, they can breath for a long time

surreal bridge
radiant jay
#

do they consume in eva?

sudden oriole
#

Yes

radiant jay
#

do they consume oxygene on kerbin eva?

surreal bridge
pastel plover
#

Super hyped about the issues I ran into yesterday is already fixed, that went faster then I expected! Looking forward to enable it again for this evenings space session! Thanks for all the work you and you guys did over in the Space Warp chat yesterday.

solar yarrow
#

Idea: kerbonaut logging/history, so you can more easily track what happened to your 'nauts. You can click somewhere and see something like "[UT] Kerbal 'name surname' in 'vessel name' died because oxygen ran out.

surreal bridge
radiant jay
#

And also every other kerbal that died , like crashed in the first mun mission with his friends.

sudden oriole
#

@surreal bridge so I'm going to write WMCC patches for KLSS, but it'll basically be the same as the naive stock patches except it runs after WMCC

nimble mango
#

what does the conversion rate slider do

nimble mango
#

hmm, my pilot is seemingly randomly dying when the life support screen says I have plenty of time. do I need to transfer resources from the storage into the pod?

surreal bridge
surreal bridge
nimble mango
#

ah, not at zero

surreal bridge
#

Was it happening at high time warp?

nimble mango
#

not super high, I was warping to my capture burn at minmus

surreal bridge
#

There seem to be some issues with time warping (probably due to some precision errors in the calculations)
I'll look into it after the holidays

maiden mesa
#

would you say that the mod is at a state where is a viable for a full exploration playthrough?

surreal bridge
#

I haven't tested it personally (especially the position of the parts within the tech tree) but it should be pretty stable
And in any case you can turn the supplies consumption all the way to zero at any point if you feel the difficulty is too high

maiden mesa
#

cool, thanks

surreal bridge
#

But be aware there seem to be issues at high time warp, I don't know the details yet but as always, frequent quicksaves save the day

maiden mesa
#

I'll keep an eye out, thanks

radiant jay
#

But its going to be much more complicated if any docking is involved

#

.
Maybe Something like this:
KSS Mission

  • Dawn Module Launched to LKO
  • Unit Module was lunched , Tim and Bill flu in this mission ...
    -- Unit and Dawn docked
    -- Bill died in the [Combined-1] ..
    -- .....
    -- Tim returned to kerbin , he experienced a maximum of 3G , he travelled a lot of km ..... ..... He's mission span is 3months ...
  • Another module was launched .....
#

I should have posted this in mod idear tho

#

Oh and more related to your mod , your custom parts icon in VAB looks a bit bigger than others.

maiden mesa
#

The mod is working out very well on my playthrough; however, I think that the placement on the tech tree might be slightly off

#

or atleast intended for a lot more probes to be launched

#

A trip to duna, which is a relatively early game thing, takes 2.6 years in total, meaning that I need to be about halfway in the tier 2 tech tree for crewed duna missions to become viable

surreal bridge
#

Thanks for the feedback! I'll try to shuffle things around (and also play exploration with my mod myself at some point) to make it better balanced

radiant jay
#

For me (never played ksp1 and havnt got very far before for science) it's good enoth so far , i'm half way down the 2nd page of the tech tree and i'm still exploring mun and minmus , and for those explorations i just snap a buch of basic Live Suport module and it's good enoth .

sudden oriole
#

@surreal bridge

surreal bridge
#

Ohhhh, how are those chosen to be featured?

sudden oriole
surreal bridge
#

Well thanks for the feature then!

sudden oriole
#

You are welcome!

surreal bridge
#

Note for update: #🔴mod-dev message

surreal bridge
#

Back home & well rested after the new year, time to go through the long backlog of bug reports lol

surreal bridge
#

@silver jungle I don't have the correct layers in Unity for drag cubes and stuff like that, do you know what could be causing that?

silver jungle
#

you may have imported KSP2 with the options set to Nothing

#

you'll need Everything

surreal bridge
#

Ahh yeah probably done that when TK was broken

silver jungle
#

it's fixed in this version of ThunderKit: #1167427437685117000 message

surreal bridge
silver jungle
#

did you try just completely removing the package and importing?

surreal bridge
silver jungle
#

yeah

surreal bridge
#

lemme try

surreal bridge
silver jungle
#

ok no that doesn't seem to work

silver jungle
surreal bridge
#

Could I just create the layer #29 with the correct name?

silver jungle
#

you could try

#

but at this point I'm not even sure if this version of KSP2 uses it anymore

surreal bridge
#

Like, the absence of 20+ layers would be intended?

silver jungle
#

yeah no it still uses it

#

but it seems like ThunderKit just doesn't want to import them

surreal bridge
#

Well in the meantime I'll just add the layer 29 manually

silver jungle
#

you should be fine just setting them to 29, the name probably doesn't even matter

surreal bridge
#

Alright, next step, figuring out reentry meshes and stuff

surreal bridge
#

Ok this is definitely caused by the drag thingy and not the reentry thingy

silver jungle
#

that's actually just a stock bug

#

I'm pretty sure it means the little cube that you use to change view

surreal bridge
#

Ah okay unrelated then

#

@half minnow sorry for the repeated questions, how did you setup Drag for your parts mod?

half minnow
#

still working on it

#

it wasnt working right

surreal bridge
#

Were your parts disappearing also?

sudden oriole
#

Next up I want to look at adding the KLSS parts into WMCC

#

but I'll do that possibly another day

#

It'd basically be the same as adding to the stock tech tree for you though

surreal bridge
sudden oriole
#

just change whatever nodes you use to (,wmcc_...)

errant sandal
#

Safarte any error in log ?

surreal bridge
#

How did you do the Drag setup for the KESA parts?

errant sandal
#

Drag cube ?

surreal bridge
errant sandal
#

Manual

surreal bridge
#

Ah! Do you have a script or something that did the computations?

errant sandal
#

No

#

I didn't test actualy

surreal bridge
#

better, no drag but at least it's not invisible lol

errant sandal
#

what solves the problem ?

surreal bridge
#

Not putting the meshes in render layer 29

#

(the one supposed to be for auto drag cube render)

#

but my reentry doesn't work nooooooooo

errant sandal
#

You made meshes for lod ?

surreal bridge
errant sandal
#

Only lod_reentry id not active ?

surreal bridge
errant sandal
#

Damned

#

You made a material with reentry shader and thé texture i sent ?

surreal bridge
#

if I activate I see the mesh in Unity

#

it has the shader

#

shader

errant sandal
#

Everything seem ok

#

Scale 110 is normal ?

surreal bridge
surreal bridge
errant sandal
#

ok

#

i don't understand, everything is ok

#

in each lod gameobject, material is affected ? i don't see it on your screeeshot

#

sorry

#

it's ok

surreal bridge
errant sandal
#

i put it under model

#

i'm verifying

#

no rules, sometime yes, sometime no

#

did you put Reentry Mesh (script) component on lod_reentry ?

surreal bridge
#

That would explain why it doesn't work loool

errant sandal
#

hope so 😉

surreal bridge
#

bit flaky but it works!

#

I'll set up a wiki page explaining how to set up reentry meshes if I have the time tonight

errant sandal
#

Cool. Congrat !

half minnow
#

the effect probably relies heavily on the normals of the mesh ]

surreal bridge
half minnow
#

also the reentry effect might need more geometry

#

the stock meshes are very dense

surreal bridge
#

I tried to go for LODs with 5k, 1k and 500 tris, should I go much higher?

half minnow
#

this is the geometry density for a stock part

#

blender says it has 9340 tris

surreal bridge
#

Ah yeah that's a lot

half minnow
#

(this is lod 0 i think)

surreal bridge
#

ah yeah that's better

#

What no drag does to a part lol

#

too late for the write-up tonight, will do tmrw

sudden oriole
west gate
#

When I try to use resource manager to transfer food or waste it transfers a little but stops before it is done. Repeating has diminishing returns and it seems impossible to fully top off a docked craft from the mothership. Any ideas why? EC seems to transfer fully before stopping.

sudden oriole
surreal bridge
#

(unless I don't really understand how reviews work)

sudden oriole
#

Anyways I did it

surreal bridge
surreal bridge
#

Hmmm what a glorious Reentry Test Vehicle

#

yep, toasty

silver jungle
#

Oh god that looks cursed

#

Lmao

surreal bridge
solar yarrow
#

did... did that melt?!

sudden oriole
#

otherwise pretty cool

surreal bridge
#

Some meshes are not perfect yeah

silver jungle
#

are they even supposed to be visible at all?

#

I was assuming they would just be fully transparent

surreal bridge
#

Nah the issue is that on the part on the left the reentry mesh is too small so the base part sticks through it

silver jungle
#

I mean

#

they all look like they're wrapped in white plastic

#

I didn't notice that with Isa's engine for example

surreal bridge
silver jungle
#

something looks really off here

silver jungle
#

but I've never noticed anything that

surreal bridge
#

I'll try to compare it to other stuff

silver jungle
#

the stock effects always look transparent

#

you can see the colors almost at all times

surreal bridge
#

At night too?

silver jungle
#

it only really gets white when the vessel is like completely burning up, and even then you can actually see the colors through it slightly

surreal bridge
#

Hmm I'll do some more tests with my parts inline with stock parts to see if I spot the issues

#

Tomorrow

silver jungle
#

basically what it looks like to me is that the reentry mesh itself is becoming visible, when it should only be the flames

zinc tree
#

Just to throw this little thought in; I saw your initial resource flowchart included intake air making O2. Have you considered intake air on planets other than Kerbin making other gasses? Hydrogen scooping the Jool upper atmosphere? CO2 on Duna? Trace gas on nominally airless worlds?

surreal bridge
#

let's do some reentry testing with Reentryinator-5000

#

ok I have a feeling the issue might have more to do with the shader / how my material is set up rather than the meshes

#

The trails are correct but my parts aren't getting lit up correctly

#

@half minnow @errant sandal sorry for the pings, did you encounter similar issues?

#

other example

errant sandal
#

Hy Safarte. No problem with the ping 🙂
I will make tests tomorow to see if this problem appears.

#

i'm focus on my mods and not playing so much

surreal bridge
west gate
#

Hi! @surreal bridge just a head's up that there may be some issues with version 0.5.3. The science lab seems to work on existing vessels, but loading a ship with a science lab in the VAB hangs on the lab. It also hangs if you start from scratch when you try to add the science lab to a ship.

I also had issues downgrading... going from 0.5.3 to 0.5.2, it hangs when loading the save on one of the radial KLSS parts. To recover, I had to downgrade to 0.5.2 and then load a save from before the upgrade.

I'm good personally now (on v 0.5.2)

surreal bridge
#

Ah yeah I see where this could be coming from

#

urgh

surreal bridge
sudden oriole
#

What was the issue?

west gate
#

That was really quick! Love the mod, BTW!

surreal bridge
west gate
#

I've been trying, but I'm only getting a 37MB file and it is corrupted.

surreal bridge
#

There was an issue where it was only a 26kB file, but now it should be the full 157MB file

west gate
#

When I downloaded it the first time, it said 37MB on the site, but now that has updated, it might be a caching thing

silver jungle
#

same problem

#

SpaceDock says 157 MB, but it downloads instantly and is corrupted

#

what the hell

surreal bridge
#

I've broken SpaceDock nooooooooo

west gate
#

yep that is what it is for me too

sudden oriole
#

It downloads 36 megs for me

surreal bridge
#

where does it get 36MB from nooooooooo

silver jungle
#

yeah that is what Windows says

sudden oriole
#

And android

surreal bridge
#

Let me try to re-upload the file

#

Reuploaded but it still tells me it's 36MB nooooooooo

#

wtf

#

I'll do a clean new release

#

Why didn't the gh action take my bundles into account when uploading to SD nooooooooo

#

I added them as LFS files

#

(also when I try to delete the buggy release on SpaceDock I get a 500 error @sudden oriole )

silver jungle
#

I don't think I've ever seen SpaceDock deleting of releases work

#

it's been broken as long as I remember

surreal bridge
#

Ok latest release should be unbroken

silver jungle
#

I always just end up editing it to contain like an empty readme file saying that the release is broken, and changing the description

#

it sucks

sudden oriole
surreal bridge
silver jungle
surreal bridge
silver jungle
#

ah

#

and 0.5.3 as well I'm assuming then

sudden oriole
#

Then your msbuild actions arent copying them?

silver jungle
#

sounds more like git clone isn't downloading them

sudden oriole
silver jungle
#

or rather the checkout action

sudden oriole
#

Honestly what happens if you change that to a git clone and cd into that directory?

silver jungle
#

uh

#

apparently you need to set a flag

surreal bridge
#

yerah I need a with:lfs:true

silver jungle
#

I guess I should also add that to the template

surreal bridge
#

@west gate could you check the latest release?

west gate
#

yep

sudden oriole
#

Anyways, back to attempting to make shoes

#

I mean planets :p

surreal bridge
#

Anyways, going out to eat, will be back in a few

silver jungle
#

Anyways, going back to play KSP

west gate
surreal bridge
#

Great! I'm relieved it works cause otherwise I wouldn't have been able to fix it for a few hours ahah

west gate
#

Thanks for such a great mod too, I love KLSS!

surreal bridge
#

Idea for later: look into how the u-dunk-it checks for underwater situation for potential water pump part

sudden oriole
#

@surreal bridge

surreal bridge
#

Wut

#

What's the 1:0.5.5

sudden oriole
#

Could be spacedock and github

surreal bridge
surreal bridge
#

Working on 0.5.6: adding drag for parts & fixing WMCC integration

#

Next I think I'll work on 0.6.0 with a big UI refactor + adding in-game notifications

sudden oriole
surreal bridge
#

6 minutes long SpaceDock upload, I do not envy the folks who'll be uploading gigabyte sized planet packs

silver jungle
#

oh god

silver jungle
#

no wonder that KSRSS is only available on its GitLab, for example

#

but then, uploading to SpaceDock is not exactly necessary

surreal bridge
#

True true

silver jungle
#

since you can just use your GitHub repo for CKAN

surreal bridge
#

It's nice for visibility I guess, but it definitely isn't practical for big mods

silver jungle
#

yeaah

#

and probably not very practical for Vitas either

#

considering the monthly Patreon "budget" for SpaceDock is like 40€

surreal bridge
#

Huh GitHub's limit for LFS for personal users is 1GB???

#

Rip upload action for me

sudden oriole
#

@silver jungle how expensive would our own gitlab server be with a few terabytes of storage (/j)

#

But yeah, thats way too small

surreal bridge
#

Especially since it's also a 1GB limit on bandwidth so a few pushes and SD uploads and it's over

sudden oriole
#

The docs say 2 GB for LFS

#

I dont know if hammering spacedock with multiple gigabyte downloads is a great idea

surreal bridge
sudden oriole
#

What the fuck is this bullshit

#

1 GB bandwith limit

surreal bridge
sudden oriole
#

$5 per 50 gib a month

#

Actually not horrible but sheesh

#

Could at least give us 10 gib

#

Forking and pulling a repository counts against the parent repository's bandwidth limit.

#

Excuse me ... what

#

You are telling me we can dos someones repository by constantly pulling it?

silver jungle
#

what the hell

#

suddenly GitLab doesn't seem so bad