• Content count

  • Joined

  • Last visited

Community Reputation

42 Excellent

1 Follower

About lordcirth

  • Rank
    Bottle Rocketeer

Recent Profile Visitors

963 profile views
  1. [1.3.0] Kerbalism v1.2.9

    So I was able to fix this without removing cryotanks entirely; if you (re)move the SimpleBoiloff.dll, that's enough. There will be no boiloff or EC cost but the rest will work.
  2. [1.3.0] Kerbalism v1.2.9

    Other mods that try to do background sim can break Kerbalism's. Like CryoTanks, as I ran into. Check your logs and/or look for mods you're using that do background sim.
  3. [1.3.0] Kerbalism v1.2.9

    Kerbalism's chemical reactions are based on cutting-edge, but real, experimental results. Thus the balance. But it was also made to be easy to replace profiles if you want. Thanks for sharing!
  4. Well, you could use Sigma Dimensions to scale up the bodies, making ascent harder. Or a custom SMURFF config to nerf engines a bit. Or other difficulty mods like life support would add mass.
  5. [1.3.0] Kerbalism v1.2.9

    Kerbalism disables the Signal system if RT is installed.
  6. [1.3] Dang It! Continued

    Pretty sure they act independently, yeah. Bit confusing but not game-breaking. But it would probably make more sense to disable Kerbalism's failures in the config. 'Reliability = false'
  7. People earlier were saying that it works, but it's quite slow because it calls the FAR functions too frequently.
  8. [1.3.0] Kerbalism v1.2.9

    @theSpeare @leomike He's also been talking about putting configurable (like ECLSS) new experiments into the Lab, some of which will require a Scientist, some an Engineer, etc. Which would take time to run. I'm a fan of that idea.
  9. 1.3 update in May but I don't see it on CKAN?
  10. [1.3.0] Kerbalism v1.2.9

    Wow, good job on the research. Skimming it, it seems that heat loss to the outside is one of the main consumers of energy. If we assume we have better insulation, we could lower the EC cost for balance?
  11. [1.3.0] Kerbalism v1.2.9

    No it doesn't. You can see the numbers involved in the Kerbalism planner. Living space per kerbal, up to 40m^3, multiplied by the comforts. What you might be able to do is add a new part that is massive and adds, like, +1 to the comfort factor, which would double everything.
  12. [1.3.0] Kerbalism v1.2.9

    You can slow it down a lot, but never reduce it without recovering. You could use Deep Freeze to stop all life support entirely.
  13. That doesn't make sense. What other mods do you have, and did you install any others around the same time?
  14. [1.3.0] Kerbalism v1.2.9

    It works great, takes about a second sometimes to recognize that you've run a given experiment and show green. I am also using Dmagic and a few unusual experiments there don't show up, btw.
  15. Yes, too many craft running can slow down your game.