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OldMold

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Everything posted by OldMold

  1. Can confirm, used this mod a month ago: https://forum.kerbalspaceprogram.com/index.php?/topic/166689-13-biome-corrections/ It worked as expected, and I successfully landed on Akatsuki. I am running KSP 1.6.1 though, not the latest version.
  2. I'm looking for recommendations for parts that offer recuperation. At present, my install has limited options to the stock cupola and the big observation module from the SSPXr pack, but this is causing all interplanetary vessels to look very similar. Anyone have suggestions for additional parts from other mods that could offer variety and provide enough recuperation bonuses for crafts with 6+ crew? Thanks!
  3. As many have said, thank you for this amazing mod. It's a definite Must Have for my playthroughs because Health + life support + construction time makes you really think through the design challenges for crewed missions, and creates wonderful emergent gameplay when stuff goes off the rails. I'd like to suggest a consideration for you to take a look at Nertea's upcoming heat management mod. Seems like this has awesome potential for health+heat management, so that Kerbals dont overheat or freeze. If your two mods could integrate together, it will add another layer of depth to the design challenges for habitation, and actually give real purpose to radiators.
  4. I dont want to derail the thread, but if you have the time sure! Big part of this game and mods nerding is the edutainment of space exploration, so it would be fascinating.
  5. Could you abstract this by having output temperature of a solar array just be a coefficient of EC generated?
  6. Awesome! Finally a functional reason to manage radiators! Curious on how this could integrate with life support or health mods. Is simulating solar exposure heat build-up in scope for this mod? Solar arrays do need heat management, even on smaller satellites. Would there be negative effects on electronics/functionality if heat is not managed?
  7. Clarification question: with TAC Life Support installed, is the Aquaculture module intended to support the Greenhouses? Greenhouses take in Minerals, while Aquaculture outputs Fertilizer. Is there some converter I'm missing that turns Fertilizer -> Minerals?
  8. These are great! If you took a crack at Nertea's mods' IVAs it would be a dream come true
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Any thoughts of adding city lights texture for the night side of Kerbin? I forget which pack had that, but it looked really cool.
  15. 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
  16. 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?
  17. 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.
  18. Are there any performance/engine improvements? Would love to be able to play with high part-count crafts with reasonable performance.
  19. 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?
  20. 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!
  21. Hey just wanted to say thank you for this amazing series of mods. It's been a staple of all my games, and it's been awesome to see how much better each version gets!
  22. So my problem was that the rockets would start to "corkscrew" roll on ascent. @Gordon Dry helpfully pointed out that this is likely due to the PID settings in the attitude controller. The PID (proportional–integral–derivative) controller settings are tunable, but require a level of calculus that exceeds my grasp (and my patience of trial and error fiddling), so I switched to a different default controller that MechJeb supports. You can find it through the "Attitude Adjustment" section of MechJeb, and switching it from the default "MJAttitudeController" to "HybridController". This worked for me beautifully, but of course your mileage may vary depending on your craft designs and/or mods that you have installed. Pic below: Hope this helps!
  23. Welp that fixed it! Thanks for pointing me to the attitude settings. Switching from MJ controller to Hybrid model worked like a charm, and the setting sticks!
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