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About OldMold

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  1. These are great! If you took a crack at Nertea's mods' IVAs it would be a dream come true
  2. Yep, detaillight.dds and detaildark.dds - cant wait to try. Thanks all!
  3. Gotcha, thanks for the explanation Since AVP does not have city lights, I'll experiment to see if adding main.dds and the relevant config out of SVE will work without conflicting with other AVP textures.
  4. With TAC-LS and without KPBS the greenhouse inputs are wastewater, waste, minerals, and EC. Outputs are water and food. The math seemed very attractive for long missions where efficient resupply is difficult.
  5. Hmm, I dont use KPBS, but I was under the impression that Minerals + Greenhouse would output more food than if you just sent up equivalent weight in food? Maybe my math was wrong. I guess this is only relevant if you're flying a crew to Eloo or setting up a long term planet base as you said.
  6. Yep - personally I delete the TAC-LS parts because the balance feels off, I'd rather use greenhouses from this mod + universal storage 2 converters for long term supply/mass management. Was just thinking that I never have a need to look into larger cargo parts because the smallest parts have so much capacity. Simple enough to do my own MM patch; was just thinking outloud.
  7. Ah nice - is there a config that needs to be tweaked to make them show up? Will have to take a look when I get home.
  8. Any thoughts of adding city lights texture for the night side of Kerbin? I forget which pack had that, but it looked really cool.
  9. I assume adding heat buildup for crewed parts exposed to the sun would require major (or even unfeasable) changes? What about adding heat buildup to solar panels? I'm just looking for a functional excuse to use more radiators on vessels beyond just for nuclear parts
  10. Balance suggestion - with TACLifeSupport, even the smallest cargo containers have enough life support to last a crew of like 6-8 kerbals for a whole year. When using the containers for this purpose, there is no reason to use any larger ones nor use any resource converters (I personally use Universal Storage II for balance). Maybe cutting capacity of Oxygen/Water/Food down to like 1/4 of current would encourage other design choices?
  11. This is great! I echo the sentiment that over the years and thousands of hours of gameplay, this is the most entertainment I've gotten from any game I've ever purchased, by a long shot. This DLC looks fantastic, and adds more depth to the game (SEP is a must have for all my games). My major hope for the future of KSP is an engine update. Since the strategy with DLCs seems to be focused on adding parts, and the game engine struggles with high part count vessels, performance will soon become a limiting factor. I really really REALLY wish that at some point in the future the engine gets optimized for high part vessels. It kills me that big ships/stations slow to such a crawl, feels like I'm playing a game from the 90s.
  12. Are there any performance/engine improvements? Would love to be able to play with high part-count crafts with reasonable performance.
  13. Is there a way to mitigate artificial radiation from parts on a crewed vessel? For example, if I put a nuclear reactor on a long truss away from the vessel or base, or if I occlude it some way with other parts between the radiation source and the crewed parts of the vessel, would that make any difference? Or is it a flat per-vessel calculation?
  14. Hey, just want to say thank you for all of your mods! They have been staples of my games for years, and bring incredible depth and fun to the game. It's been a blast seeing how your skill has grown over all this time!