tarkhil
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Do I need to shield ALL components to protect ANY? I'm using modded engines, yes. Disabling engines radiations - ok, will do next time.
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What should I do to make interplanetery manned missions possible? With 100% shielding and radiation shield, my greenhouse does not work and my crew dies. Yes, I have a nuclear engine - are low-tech chemical ones the only option? Or am I missing something essential?
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[WIP][1.4 /1.4.1] Kerbalow Aerospace Inflatables / Expandables
tarkhil replied to bcink's topic in KSP1 Mod Development
What about Kerbalism compatibility?- 19 replies
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Can you please give me a link?
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As far as I've found, IR does not work with Kerbal Joint Reinforcement; does in mean that IR provides stronger joints by itself or I'll have to live with jogging rockets?
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Is it possible to reset materials bay and mystery goo from laboratory as it was without Kerbalism? EVA each time is kind of boring.
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That's bad. Can the default behavior be restored? EVA on each reset is a bit boring..
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How can I reset Goo and Materials Bay with Kerbalism? I have two kerbals in mobile science lab, one of them is a level 2 scientist, but "Reset experiments" do not exist in menu
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Ok, so Kerbalism will go next time Maneuvering EVA on each landing and high/low in space is a bit boring
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I've checked; without Kerbalism, I can transfer science (for instance, to return it home) and I can reset experiments from lab. Right now I'm starting my Duna campaign; robots first, of course, but in a day or two I'll have to decide if I'm processing with Kerbalism or without. I'd like to restore default behavior for science transfer and experiment resetting, it feels quite reasonable for me.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (January 22, 2022)
tarkhil replied to Nertea's topic in KSP1 Mod Releases
I don't understand, on what weight LH/nuclear engines becomes weight-effective? For something like 15-20 tons craft, LF/LOx seems to have more DeltaV (in vacuum)... -
Without Kerbalism, I can transfer experiment from SC-9001 to Mobile Lab and then perform clean experiments, so SC-9001 is clear again, and data stored for return. Putting a scientist out of ship every time is boring, I strongly prefer this behavior; also, I'd like to select where to transfer science data (lander -> station -> interplanetary craft -> Kerbin orbital station -> Kerbin )
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Sure. I've crashed my craft yesterday (just did not look at orbit elements in time), so I has to restore older save. Maybe right now, with coffee after dinner
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Wooops! I'll check if it's true.
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yes, in mobile lab menu there is no more option "reset experiment". And I cannot move science to different vessel to return it to Kerbin. Right now I've restarted my game without Kerbalism