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lordcirth

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Everything posted by lordcirth

  1. Hydrogen actually stores pretty well, though 16 EC/s is a lot, I'll admit. The Universal Storage Akaline Fuel Cell I have maxes out at exactly 16EC/s. It uses 0.06 hydrogen/s. It holds 1400 Hydrogen internally, which is enough for one Kerbin day (presumably that was the plan). A single Universal Storage hydrogen tank holds ~28,500 hydrogen, more than enough. A Chemical Plant configured for Water Electrolysis produces 1 hydrogen/s for water at 0.05/m. One thing I'm not sure about is the behaviour of the scripts toggling so often at high warps. It might toggle at all the wrong times, I don't know. Please give it a try and let us know!
  2. Look at the Kerbalism planner's EC analysis. It will tell you exactly what's using what. As for pods, scrubbers do use EC, but it's like 0.02/s or so. There's also cooling/heating which varies by situation but it's not really high. EDIT: If all else fails, Fuel Cells work really well in Kerbalism. A small one with lots of hydrogen could power you through many nights.
  3. @ShotgunNinja so apparently DynamicBatteryStorage is a sub-plugin dependency/library used by @Nertea. I don't know who is the best one to fix the incompatibility.
  4. I'm getting a strange bug with background processing. Several of my craft have run out of EC in background while using the Alkaline Fuel Cell Mini. Oddly, this only happens to craft that are transmitting; disabling transmission has their EC rise slowly until 95%, as expected. While focused, they generate more than enough power, even with only the 1kW segment enabled. Restarting KSP didn't help. Here is the log when switching to the vessel, then to Space Center: https://gist.github.com/lordcirth/e96184e011e044ea8f35b40293e95a51 EDIT: While watching from Space Center, the battery icon flutters between Depleted and Perpetual, and transmission seems to continue. Not sure if it's going full speed. Is there perhaps a difference in EC cost between transmitting while active and while backgrounded?
  5. Recovering them on Kerbin will instantly reset it, I think, just like Radiation.
  6. If I remember correctly they start fumbling buttons and random components start exploding. But I could be wrong.
  7. That's actually normal. Avionics is required to steer, but not to stage and do experiments, etc. The sounding rocket core can't steer. You want to make fins tilted 5 deg or so to spin-stabilize.
  8. For RSS, you might want to turn down the resource consumption, depending. For RO - probably not - and doesn't make much sense, to me. Kerbalism is a mod to make stock better while still being KSP. RO is a total conversion.
  9. That's what happens when you switch from "magic" to "slightly plausible magic".
  10. By the way, this should find any decimal entryCosts in the current directory: grep 'entryCost.*\.' -r .
  11. Any idea when RP-0 and dependencies will be stable & released on CKAN? I see RO is there, so it should be soon?
  12. My spacelab has a Mk1 pod, a lab, and a hitchhiker. The hitchhiker has maximum shielding, the rest none. It's the storm shelter - if an event hits, you move everyone into it and disable the other 2. This has already happened once. EDIT: Basically you want your storm shelter(s) to be the densest crew storage, since shielding mass is based on surface area, naturally. EDIT2: However, I have no idea how freezing your Kerbals will change radiation mechanics.
  13. Not completely closed-loop, no, but on a planet with atmosphere you can intake nitrogen, and I think you can get water from ore?
  14. You need to put a Scrubber ECLSS module in the pod, make sure it's on, and don't run out of power. It's usually there by default, though? And whenever planning a mission, go through the whole simulator UI in VAB and check everything. Also btw Water Recycler modules will be very helpful once you go for >90 day.
  15. No. Actually I was talking with shotgunninja on github about adding this for engines, but it would require some code changes.
  16. But that's what it says - the title says [1.1.3] and there's no release date given.
  17. The update worked fine for me. Are you using CKAN? EDIT: Stop blaming CKAN, I used CKAN and it works.
  18. Why use RemoteTech when Kerbalism has a comm system? Also, we should add "MechJeb and Engineer for all!" to reduce part count. I thought you said you didn't want to use KSP Interstellar Extended? Constellations is trying to pull it in on CKAN.
  19. But as he said, if you automate repairs, it's no longer repairs, maintenance, etc. It has no meaning or purpose. It's just another bar that you have to fill with 20 years worth of stuff. Try to minimize part clutter while having some redundancy, and maybe disable critical failures unless you want to use KAS/KIS so you can physically replace parts, which would actually be pretty neat.
  20. I think that's needlessly complex, Kerbalism has enough buttons and dials already IMHO.
  21. I believe the cap is 10 years. If you want more, you might need to scale.
  22. The stock tanks don't have Cooling, so that wouldn't make sense. Also, Kerbalism 1.2.7 just fixed the bug.
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