Jump to content

chaoseclipse01

Members
  • Posts

    62
  • Joined

  • Last visited

Reputation

16 Good

Profile Information

  • Location
    Houston, TX

Recent Profile Visitors

1,026 profile views
  1. I see now, Smart Engines kept on activating both engine modes at the same time and kept them on at all times. I just disabled Smart Engines and it finally stopped keeping both modes on at the same time at all times. I haven't tried doing a vertical landing without smart engines on. I'll have to try that out right quick and see how well everything works now.
  2. Here's what's happenning to me: As you can see, both Engine Modes get activated at the same time. It's why I'm asking if there's a way to make TCA ignore certain engines and never touch them.
  3. So then, I take it there's no way to make TCA to ignore certain engines?
  4. Unable. TCA is activating both engine modes of a single engine at the same time. Setting the engine to its own group doesn't fix the issue of it activating both Air-Augmented Mode and Closed-Cycle Mode at the same time.
  5. Okay, so I'm having a bit of an annoying time with TCA. OPT has an engine called the ARI-73, in which it's a multimode nuclear jet/rocket. Though (I think) due to an oversight, the air-breathing mode works in vacuum. Now the part where this is a problem...TCA recognizes each mode as a separate engine, and activates both at the same time...which is a major problem because jet engines are terrible for space. I managed to get a VTOL craft to work, but upon going back to horizontal mode, well, I found out the hard way TCA activates both engine modes at the same time, and so long as TCA is active I can't force the air-breathing mode off as TCA just reactivates it almost immediately. Is there a way to make TCA ignore engines that you don't want it to touch? Or is it not possible?
  6. I'm having some minor issues with these wings. For whatever reason, KJR doesn't seem to work on this mod, so even small three meter wings flop around like wet noodles, and even when using rigid attach and auto-strut, I find my wings getting sheared off at around 1km/s and 20km altitude. The other annoying issue I'm experiencing is when I'm making wings, if I try to add another PWing on one I've already attached to my vessel, I only get one chance to edit the second wing and then I can't edit it again. I've tried uninstalling and reinstalling the mod a couple of times and my problems persist. I tried looking through the thread and I couldn't find anyone else having any similar issues.
  7. Well, there went about 8GB worth of mods down the drain for me lol. I'm was playing the game as if it has version 1.2.6 of Kerbalism installed, as I missed 1.2.7 while I was playing MKS with base building, after I saw some of the changes from the previous versions, I decided to start playing Kerbalism again and I remember back in 1.2.6 when you harvested the Kerbalism greenhouse, it would highlight containers you could dump the food into as if you were transferring Kerbals, and if the container you selected didn't have enough capacity for 2500 units, it wouldn't flow over to other containers and you'd lose whatever couldn't be stored. Since I restarted a fresh game, I hadn't had the chance to see if the way harvesting the greenhouse has changed at all, so I warned the other user based on my previous experience of dumping food into a container not big enough to store the full harvest.
  8. Little hard to make a warp ship when you haven't researched the technology yet lol. Besides, I only have the stock system installed. This crappy laptop barely runs if I'm close to any planet with Kerbol Star System installed.
  9. That's not a feasible approach for those of us with low-end computers. I have issues with lagging with craft that have 110 parts. It would take 167 active shields alone to protect a craft, and that's not including everything you need to actually make your craft with. See the problem there?
  10. Well, the way the greenhouse works, once it's closed it simply halts plant growth altogether, you have to disable them in high rad environments because they're technically a habitat space on the craft, and the more active habitats during a high rad environment, the more radiation your crew faces. I only suggested the automatic on/off on high rad environments because it's something that could be easily forgotten about as ShotgunNinja himself explained that the disabling of habitats to protect the crew from CME's are the least intuitive / touched upon aspect of Kerbalism.
  11. I kinda over-looked this at first before I came up with an idea. Would it be entirely possible to code the Greenhouse to automatically be shut off in the presence of a CME or high radiation environment, then automatically turn back on once the CME has passed or upon exit of a high radiation environment, sort of like how radiators have automatic cooling? Leaving a greenhouse exposed in those situations wouldn't just slow down growth, it'd kill all the plants off, so that automatic shut off / turn on would kinda simulate protecting the plants, and more importantly help protect the crew just in the case you forget the Greenhouse is a habitat and (like me) you don't see them because you have them stowed away in cargo bays.
  12. @ShotgunNinja I almost forgot, the name of SCO of NH3 to N2 could be shortened to SCOA Process (Pronounced SKO-AH), and I think a better description would be the full name of the process "Selective Catalytic Oxidation of Ammonia to Nitrogen and Water Vapor" then the next line down of the description would be "Passes Ammonia and Oxygen through a heated ZSM-5 Catalyst, which decays into Nitrogen and Water Vapor." Not a lot of people know NH3 is the formula for Ammonia, so this for the description might help people understand what the process is for. Since Zeolite Socony Mobil-5 (ZSM-5) has been around since the late 60's, maybe also move the SCOA Process unlock to Meta-Materials (Or the tech level equivalent for Stock, can't remember off the top of my head, it's been a long while since I played completely stock) to give players a fighting chance at interplanetary missions without having to pack extra Nitrogen Tanks in their craft (My biggest problem being part counts. I can plan and run a mission without a Nitrogen generator, but the part counts start stacking up and I take large performance hits). Kerbin, Mun, and Minmus only has so much science before you really need to branch out to other planets to keep getting a flow of Science.
  13. I kinda hope that at some point @ShotgunNinja sets up a Tech Tree node unlock so that ECLSS and the Chemical Plants can be interchangeable. As in, if you intend on having a lot of manned pods, you can select processes that are normally in the CP's as ECLSS processes, and if you plan on having a single manned pod, you could use the CP's to have ECLSS processes to make up for not having more than one manned pod.
  14. The real problem is that if you select a container that doesn't have storage capacity of at least 2500 units of food in the container you selected, you lose whatever units couldn't be stored. I had to find that out the hard way, now I keep my food and water storage separate to ensure I don't make the same mistake, as well as disable crossfeed on food containers I don't want to be touched until the first one I want emptied does. And yeah, I had several missions go down the drain before I read up on how to survive CME's, then I just started setting up 4 manned modules for ECLSS redundancy and kept the other three modules disabled to keep shielding weight down and got into the habit of just building that way and forgot why I did that in the first place.
  15. @ShotgunNinja That's my bad on the symbol, I'm so used to seeing a symbol like that referring to electricity from all the danger signs I see that I forgot in Kerbalism it's the Storm Symbol. So that was an error in my explanation. I also forgot about the disabling habitats as well because I have a really bad habit of always using the OTP K Shuttle Cockpit as being the only real living quarters for my vessels, then having the two OPT J Crewtanks and Mobile Lab (Use them as extra ECLSS modules that still function without the need of the habitat being enabled) being disabled until I get to a place to do science.
×
×
  • Create New...