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Releases: KSP-RO/ROKerbalism

[1.10, 1.12.x] ROKerbalism 1.2

06 Jul 08:12
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NOTE: This is a save-breaking release along with RO v14 and RP-1 v1.10!

LATEST GUARANTEED COMPATIBLE CORE VERSION: 3.14

Changelog for ROKerbalism v1.2:

  • Removed Flying Low science, add crewed supersonic experiments (see RP-1 v1.10). (#99) @leudaimon
  • No longer patch the flow mode of Nitrogen (required to work with RO v14.0). @NathanKell

[1.8, 1.12.x] ROKerbalism 1.1

28 Jun 07:08
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WARNING

Starting from v1.1, ROKerbalism releases and git repository won't include the core Kerbalism binaries. This means that, unless you're letting CKAN manage your mod installs (in which case you can stop reading this), you'll have to download the core (just the core!) separately from the latest compatible compatible release, or click here.

LATEST GUARANTEED COMPATIBLE CORE VERSION: 3.14

Changelog for ROKerbalism v1.1:

  • Removed leftover stock patch which was preventing categories from being correctly set when CCK was installed
  • Fixed various bugs caused by VSR and/or VSR/Restock interactions
  • @Falki-git Added new large drill
  • @lpgagnon Improved regolith resource distribution
  • @lpgagnon Fixed NTR EC generators
  • @lpgagnon Added "throttled" surface harvester configs
  • Fixed air pump requiring crew survivability node
  • @lpgagnon Added support for NFE's RTG
  • @lpgagnon Fixed VSR's inflatable habitat
  • @lpgagnon Added Sabatier process to ISRU parts
  • @vader111 Added support for ROCapsules's Apollo D2 and Apollo Block III SM
  • @pap1723 Added SSPX support
  • Added stress sickbays to orbital rings and large crewed habitats
  • Raised astronaut death by radiation threshold by 50%
  • Slightly reduced Earth's magnetosphere protection
  • Prevent some experiments from running while shielded
  • Update to support RO v13.1 and RP-1 v1.9 changes
  • @NathanKell Various Apollo-D2 and ROCapsules fixes

A few words on stress sickbays:

Sickbays are a relatively old stock kerbalism mechanic that was left untouched in ROKerbalism. This is no more, since they will allow you to create more or less permanent (or at least long term) crewed bases in orbit and on planet surfaces.
They work by negating stress to all kerbals currently in the part, so be sure to have enough habitation space for all your kerbals, otherwise some will still go mad. They come at a power and water cost, due to the additional requirements for crew relaxation. They're not available by default, you'll have to unlock a near future habitation node to unlock them.

[1.5-1.10.1] ROKerbalism 1.0 - ISRU!

06 Oct 18:17
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WARNING! This update can be save breaking! Use the following flow chart:

flow_chart
Alternatively, backup your save and try updating regardless, you might get lucky.

First non-beta release! Main changes:

  • Updated to Kerbalism 3.11
  • Fixed and improved RO-only hard drives configs
  • Added Soyuz crew science
  • Experiment balance tweaks
  • Fixed FSO contract requiring cheats to be completed
  • Fixed restock clamps causing the incoherent behavior message
  • Lowered solar storm frequency and upped rad/h
  • Added dump valves to KO2 scrubber
  • Sourced masses for numerous processes [@Ballatik]
  • Updated support for ROCapsules [@Capkirk123]
  • Improved habitat volume consistency for various parts [@lpgagnon]
  • Massively improved ISRU options with numerous processes, new parts, and better sources [@Ballatik]
  • Made tech unlocks for all processes consistent (and correct)
  • Made shielding 70% more effective, but not any lighter - read below for more info
  • Added a regolith -> shielding conversion process
  • Added tags to all parts to improve editor search and cope with the new processes
  • Tweaked warning thresholds to actually warn you in time
  • Gave capsules the capability to natively swap the integrated scrubber

About Shielding:

It will now be able to block up to 93.3% of incoming radiation. This is achieved by making shielding thicker (full Shielding is now assumed to be a 50cm aluminum layer), which in turn makes it much, much heavier - around 5x as much. This doesn't mean that it's worse than before: for the same mass (around 20% of the resource slider), it will actually block 5.5% more radiation than it did before (58% of the total). Remember that the scaling is exponential, so you get diminishing returns.
This was done to allow prolonged stays for planetary bases, and along with some physical part shielding to block solar storms, it should result in longer astronaut lives.

About radiation in general:

The shielding change also comes with various rebalances in storm frequency and intensity, along with code fixes that have been committed to the main kerbalism repo. A regolith -> shielding compactor has also been added, so pack a drill with your surface base. All the changes in the release should add up to allow comfortable (but still hard!) trips to Mars, and possibly even beyond.

The monologue no one cares about

With ISRU mostly completed, the mod is close to feature-complete. This doesn't mean that it will stop being updated, just that it is at the state I wanted to reach when I first started it. I could've never reached it without the help of many people, so a big thanks to everyone that has contributed. Also thanks to anyone that has provided feedback and helped testing, you were invaluable.

[1.5-1.8]ROKerbalism 0.9.1

17 May 23:19
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Minor update. Changelog:

  • Updated to kerbalism 3.9
  • Added new surface sample experiment levels, doubled crew science points
  • Added ROCapsules CST-100 support
  • Made life support processes automatically dump their output if needed

[1.5-1.8]ROKerbalism 0.9

11 Apr 13:50
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Once again, the mod has had tons of additions, improvements and fixes from the previous version; for a complete list of changes, read the commit history.

Main changes:

  • Updated to Kerbalism 3.7
  • Fixed many habitat sizes that weren't correctly applied
  • Fixed kerbals being unable to take surface samples and reduced the EVA experiments' duration [@glilienthal]
  • Added support for ROSolar
  • Fixed many (supposedly all) experiment animations not triggering
  • Added new clamp-specific resource pumps to avoid the "incoherent behaviour" message at >1000x warp speeds on the pad
  • Added support for ROCapsules Gemini, Apollo block III+ and Orion [@Capkirk123]
  • Lowered maximum radiation survived by astronauts to NASA's most recent numbers
  • Added Laboratories that can convert samples into data
  • Made LiOH scrubbers's waste dumpable (no more "waste tank full" issues)
  • Fixed fuel cells and other processes' dump valves
  • Mk1-3 stock pod now an Apollo analog [@lpgagnon]
  • US2 support [@DocRockwell]
  • Added all the remaining RP-1 experiments
  • New LH2 to H2 (and vice versa) converter
  • Stress improvements (warning: requires a new save or manual adjusting in the settings from the config values)
  • Added Oxygen>Atmosphere converter to US capsules
  • Air pump changes (plane cockpits will no longer have co2 buildup issues while in a breathable atmosphere)
  • Many other fixes

Thanks to @lpgagnon, @glilienthal, @pap1723, @Capkirk123, @DocRockwell for their contributions, and to @gotmachine and @SirMortimer for their continued efforts in developing the kerbalism code base!

[1.5-1.7]ROKerbalism "Almost Ready" 0.2

03 Dec 13:19
22ba0b2
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A LOT of changes happened between this release and the previous, since the mod has had 4 months of continuous development. For a complete list of the changes, read the commit history;

Main changes:

  • Updated to Kerbalism 3.1;
  • Fixed 15 quintillion bugs;
  • Hugely improved the radiation model;
  • Added more uncrewed experiment tiers;
  • Added crewed experiments to the 3 main capsule tiers (station science to come);
  • Rebalanced 90% of the early and mid game experiments to be both more realistic and more playable;
  • Fixed solar panel issues - vessels will now be assumed to keep their relative orientation to the sun;
  • Fixed fuel cells and LOX-OX converters
  • Added space weather with historically correct solar cycles and random storms based on solar activity;
  • Made EVA suits work again with nitrogen and reduced Δv
  • Removed humidity
  • Added RTG support

Thanks @SirMortimer and @gotmachine for continuing to support and improve the incredible kerbalism mod!

[1.4.x-1.7.1] Bugfix for RO 12.7.1

24 Jun 20:44
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Changes:

  • Shielding cost reduced by a lot
  • Better internal pressure numbers for capsules
  • Removed CO2 from tracked resources (gets rid of the annoying "out of CarbonDioxide" messages)
  • Added support for RP-1's return capsule
  • Gave sample storage capabilities to manned spacecrafts
  • Added procedural avionics EC consumption toggle for the planner
  • Rework telemetry science and orbital perturbation experiment (may cause weird things with existing saves!)

Fixes:

  • Fix stall with the latest Realism Overhaul release
  • Fix excessive waste production which caused the non regen scrubber to stop working
  • Remove various biome masks that made some experiments effectively impossible

[1.4.x-1.7.1] Bugfix release

12 Jun 18:33
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Changes:

  • Add support for ROCapsules Mercury
  • Add support for Tokamak Industries
  • Remove Sickbay TV
  • Updated to Kerbalism 3.0.2
  • Improved radiation profile (more to come in 0.2) thanks to @SirMortimer

Fixes:

  • Fix excessive eccentricity requirements for experiments (now coherent with RP-1 contracts)
  • Fix a missing resource bug in ROCapsules Apollo SM thanks to @pap1723
  • Fix excessive experiment duration in 1.7.1

[1.4.x-1.6] ROKerbalism 0.1 Beta

05 Jun 14:07
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ROKerbalism is now ready to release! You might find unbalanced things, especially if you're playing with RP-1, so please report anything here on GitHub or on the RO discord.
For this initial release, I've disabled limited drive sizes, so data containers will behave in the same way they do in stock, except you now have limited space for physical samples. Experiments will still take time and have precise requirements though, be careful!

For more information on what's coming, read here.

Manual Installation

  1. Use a new 1.6.1 install (won't work in 1.3, should work in 1.4-1.5);

  2. Install RealismOverhaul and its dependencies;

  3. (Optional) Install RP-1 and its dependecies if you want to play in career;

  4. Download "Complete.zip" and copy the contents of the GameData folder in your KSP/GameData folder.

CKAN Installation

  1. Use a new 1.6.1 install (won't work in 1.3, should work in 1.4-1.5);

  2. Install RealismOverhaul;

  3. (Optional) Manually install RP-1 if you want to play in career;

  4. Install Kerbalism and select the Realism Overhaul config.

Huge thanks to (in random order) @pap1723, @steamp0rt, @SirMortimer, @UsernamesAreAlwaysTaken and @blowfish!

[1.6.1] Crew Science alpha

31 May 19:53
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Pre-release

Changelog:

  • Improved part support
  • Reworked atmospheric telemetry (now a supersonic flight study)
  • Add new Biologic sample experiment
  • Made all data storage modules infinite. The feature isn't ready without procedural avionics support, so it's better if it's disabled for the time being.
  • Various tweaks to antennas
  • Made more capsules pressurized since they didn't require a suit (unpressurized malus still broken)
  • Add LqdOxygen and Gaseous Oxygen converters
  • Add simple experiment descriptions
  • Add configurable crewed experiments for early capsules; more to come

Installation

  1. Use a new 1.6.1 install (won't work in 1.3, should work in 1.4-1.5);

  2. Install RealismOverhaul and its dependencies;

  3. (Optional) Install RP-1 and its dependecies if you want to play in career;

  4. IMPORTANT - DELETE ANYTHING KERBALISM RELATED IN YOUR GAMEDATA

  5. Download ROKerbalism and copy the contents of the GameData folder in your KSP/GameData folder.