nhnifong

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About nhnifong

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    Oops, KSP has crashed.

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  • Website URL http://nathannifong.com
  1. Very clever! If the terrain collider doesn't exist past that speed though, why does the craft sink a little bit and then explode? It clearly hit some other (possibly lower resolution) collider right? Or else it would have sunk about 10 meters to the ocean under the ice cap.
  2. Really? That sounds like good news. Pardon the stupid question, but what do I need to do to use NathanKell's improvements?
  3. Rather than fix every part, wouldn't it be quicker to scale down the density of water on all planets, and then fix a few parts that should still float? Is there any configurable way to do that?
  4. [1.3] - Modular Kolonization System (MKS)

    The core life is a prediction of how long the EnrichedUranium would last if the reactor were running a full power the whole time. To make it last longer, either turn down the power level in the reactor's context menu (also available in flight) or bring more EnrichedUranium in fuel containers.
  5. [1.3] - Modular Kolonization System (MKS)

    Hahaha! I hadn't checked how much it would be. Yikes. I've only gone out to gas giants so far with nerva-type engines, but I've recently unlocked lithium plasma thrusters, and I'll probably go with those for the Ulrum crew vessel. Probably with a reactor in the range of 4000 EC/s. There's probably an optimum somewhere between heavy hab long trip, and heavy fuel short trip but I don't know what it is yet.
  6. [1.3] - Modular Kolonization System (MKS)

    I think one of the most fun parts of KSP and MKS to me is the challenge of making a compact and low-mass vehicle that unpacks into a large, spacious and highly functional base or station at the destination. I think the angle I'm going to take with my Ulrum mission is to send a large packed station ahead of time, and later send a super-fast manned ship on a ~1y trajectory to meet up with it and deposit the crew, who will unpack it. If you say deep freeze is too easy, I'll take your word for it
  7. [1.3] - Modular Kolonization System (MKS)

    I'm certainly not just looking for a way to circumvent the challenge! But I thought that a long journey (10+ years) might call for a different strategy than a medium one.
  8. [1.3] - Modular Kolonization System (MKS)

    Has anyone looked into the feasibility of keeping kerbals "on ice" for long journeys? (let them become tourists and revive them when they reach the destination) Say I'm taking an 11 year journey out to Ulrum with 10 kerbals. I would plan to have a habitat only large enough to keep a single medic happy for 11 years, but let everyone else become a tourist (can effectively isolate habitats on the same vessel?) I would also carry a med bay and colony supplies to revive the kerbals when they reach Ulrum. But it looks like this is not a better use of mass than just bringing a bigger habitat unfortunately. It seems to revive 9 kerbs of 10 years of homesickness would require 9*10*6*416=224640 Colony Supplies (349t) But maybe it is still a viable strategy if the revival method is just to expand a very large habitat when we reach ulrum, and transfer all the tourists into it.
  9. [1.3] - Modular Kolonization System (MKS)

    Also, the wiki says "Once your Hab timers reach the same level as the highest Habitat they've been in, the Colonization Module will freeze the Hab Timers at their maximum amount." Does that mean it will freeze at the highest value of the largest habitat the kerbal has been in, if one kerbal were alone in it, or the highest share of a habitat the kerbal under treatment has ever experienced?
  10. [1.3] - Modular Kolonization System (MKS)

    Nowhere is the effect that medbays and colonization modules have on home time documented in numerical terms, So I'm taking a guess at how it works https://github.com/UmbraSpaceIndustries/MKS/search?utf8=✓&q=TimeMultiplier&type= Seems to show that all the med bay and colonization modules share a parameter called TimeMultiplier. It is correct to say that if the duna medbay has a TimeMultiplier of 2, then it runs the kerbal-under-treatment's home and hab timers backwards at 2x speed while active?
  11. Try pressing Alt-X to clear trim. (right shift x on linux) Was that broken? Cause I was never quite sure if my dishes got used as relays, and I know I bought the upgrade. I'd never once seen them do it. Greatly relieved that there may be a fix for it. Just hoping I will not encounter problems merging said fix into my 1.2.2 install, as It would be too much trouble to upgrade KSP to 1.3
  12. [1.3] - Modular Kolonization System (MKS)

    Hi, just dropping by to say I love this mod and thanks for the hard work it really makes the end-game more challenging.
  13. Thanks for the reply. Yes that may very will be more helpful.
  14. Hey there, I'm looking for a way to show resource rates of change to more than 6 decimal places, so I can assess bottlenecks in my MKS base. Does this mod do that, or can it be configured to do so? Looks like a no but I could be wrong. Thanks.
  15. [1.3] - Modular Kolonization System (MKS)

    Thank you voicey99 for helping me find the workshop