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NomenNescio

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Everything posted by NomenNescio

  1. So here's the thing. I'm using this mod along with kerbalism. Now, over on their forum they've created a .cfg file to enable the food and water resources for the storage containers. But I notice something very odd about the amounts these can store. The amounts of food and water stored seems to be way too little. With the largest inline container (the PXL-CRG-1 Logistics Module) I get enough food and water for 35 days for one kerbal. If I then add the comparatively tiny Supply Container from Kerbalism to that craft it jumps up to 106 days. Just looking at the size of this storage container it should last one kerbal at least a year. (I haven't actually done the maths, it's just a guess.) Over on their forums they're reluctant to tweak the values since they originally come from here. Which is why I'm now asking you to tweak them to contain a lot more resources. EDIT: Image for size comparison:
  2. So you can't edit them? Or should I just take this up with Nertea?
  3. Joke or not, that's not a cool way of phrasing that. He's spending his free time helping us with a mod we love. We shouldn't hurry him.
  4. Alright, it appears to be working as intended. I can confirm that the gravity rings and the inflatable modules remain unaffected. EDIT: The amounts of food and water stored seems to be way too little. With the largest inline container (the PXL-CRG-1 Logistics Module) I get enough food and water for 35 days for one kerbal. If I then add the comparatively tiny Supply Container to that craft it jumps up to 106 days. Just looking at the size of this storage container it should last one kerbal at least a year. (I haven't actually done the maths, it's just a guess.)
  5. @HaullyGames So I went into the game, isolated the modparts, and wrote down the names of the parts. Here's what I got: KRDA-O200 Cargo Container KRDA-O400 Cargo Container KRDA-O800 Cargo Container KRDA-T400 Cargo Container KRDA-T800 Cargo Container KRDA-T1600 Cargo Container KRDA-XL4000 Cargo Container KRDA-XL8000 Cargo Container PPD-CRG-1 Logistics Module PPD-CRG-2 Logistics Module PPD-CRG-3 Logistics Module PXL-CRG-1 Logistics Module PXL-CRG-2 Logistics Module PXL-CRG-3 Logistics Module I hope this is right?
  6. Uhm... Could you elaborate a bit? I'm not sure I understand the instructions.
  7. When you get the config file for Stations Parts Expanded Redux done, will the cargo containers be able to store food, water and oxygen?
  8. Quick question, how do you open the body info window in mapview?
  9. How does this mod play with kerbalism? I know it has a gravity ring with special properties, so do your rings fall into the same functions?
  10. Okay, like we have a tab for engines and one for fuel tanks and so on. What we don't have is a tab that displays all the parts indiscriminately. With this mod such a tab would allow us to isolate all the parts from a given mod in one tab.
  11. Could you add a tab to the VAB/SPH which displays all parts in one place? Paired with this mod it would allow us to have one tap with all the parts of a given mod.
  12. Fair enough, but when creating large ships and stations, it's absolutely invaluable. I imagine I'm not the only one who'd like to use both mods. Take my pride and joy the IPV MkII: This thing would tear itself apart during launch were it not for KJR. Take your time, get everything working, and keep mod support in mind for later.
  13. The only real annoyance I have with this mod is that if I use a part from it on something that isn't base, say if I use the MAL computer on an interplanetary vehicle, the game keeps resetting its icon to a base icon. I get that it should default to that after launch, but it's impossible to change it permanently. Any chance you could fix that?
  14. Brilliant as this mod is, I do have a few requests. And that is adding this functionality to the shielded docking port, the inline docking port, and of course I want to know how keen you are to do patches for mods? Because I can think of a few that are just begging for this treatment. Even so, I have added this mod as one of my essentials. Brilliant idea and well executed. EDIT: Just found out this mod is incompatible with Kerbal Joint Reinforcement. Could you look into fixing that?
  15. Hey there, so here's the thing. My game crashes every time I try to land on Eve. I'd like to fix that by applying the clouds from Laythe to Eve as well. But I can't for the life of me figure out how it's done. Any chance there's an expert out there who can help me?
  16. Hey there, me again. Just wanted to show you another little problem I found in the IVA.
  17. Hey there, I just got to Eeloo for the first time ever, and I noticed the experiments still reference the fact that it's supposed to be a pluto-esque planet, rather than a moon. Is there any chance you could change the descriptions for the experiments to reference its new moon status?
  18. I may have rotated it, but I honestly don't remember. What I have noticed is that this appears to be an issue with all my centrifuges. Come to think of it, the part we see through the window is the back end of my ship, though the windows point out to the front when viewed from outside. So that may well be the issue.
  19. Has anyone else noticed when viewing the IVA of the spinning parts they appear to be clipping through a static version of the same part? It looks like this:
  20. I'm sorry, I've been using the mod for a while, but I must have spaced out on the veteran option. My bad.
  21. I'm noticing two things this mod would really benefit from. One is to decide whether a crew member should be a veteran, as in orange suit, and the other is the ability to randomise stupidity and bravery as well as gender. Thoughts?
  22. I just tested the Vista module, is it right that you can't perform a crew report with it?
  23. Okay, I think I've figured it out, though might I suggest an in depth tutorial? Because these menus really aren't very intuitive.
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