Zombie_Striker

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About Zombie_Striker

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    Bottle Rocketeer
  1. [1.3.0] Kerbalism v1.2.9

    I have. Seems to work.
  2. [1.3.0] Kerbalism v1.2.9

    You would need to add a planetary resouce for your planet. Heres an example for nitrogen for kerbin: PLANETARY_RESOURCE { ResourceName = Nitrogen ResourceType = 2 PlanetName = Kerbin Distribution { PresenceChance = 1000 MinAbundance = 78 MaxAbundance = 78 Variance = 0 } } Just create a new cfg file and copy and paste this into it, changing Kerbin to your planet's name. @lordcirth Kerbalism does not directly support remotetech. However, remote tech does still work if you disable the signal systems for kerbalism. In the settings.cfg, disable the signal variable to let remote tech handle connection.
  3. [1.3.0] Kerbalism v1.2.9

    Although that is true just factoring in only the mass of the parts, ActiveShielding requires 2.5 EC per second each. Not only that, but atleast 7 are needed in order to fully remove all radiation for background radiation. That means, even for just a station orbiting close enough to the planet so that it is only in the shadow for 15 minutes (which is a circular obit at 70Km for kerbin, within the magnetopause, so it would not even be needed), it requires 4 of the largest batteries in order to power just the shields. If you are in the dark any longer than 30 minutes, It is better to use shielding than AS. For reference: Shielding weighs 0.213T per unit ActiveShielding weighs 2.5T per part Z-4K Battery (the largest battery with 4000 units of EC) weights 0.2T A cupola, hitchiker, and Sciencelab together require about 100 units of shielding for full protection.
  4. [1.3.0] Kerbalism v1.2.9

    You do not need all those fuel connectors, as crossfeed should be enabled. Also, you don't actually need to include all that waste, CO2, or oxygen. The atmospheric analysis part can harvest those resources from the atmosphere (however, it requires 3-4 in order to match the amount needed for the converters). You can disable messages individually by going into the kerbalism tab for each vessel, and disabling the notifications under CFG. This is better than muting all notifications, as you could kill your kerbals if you ignore warnings for ships with crew. You really should shield everything. Unless you plan on returning your kerbals within 100 days, they will die of radiation sickness if you have no shielding. Full shielding almost entirely protects your kerbals from background radiation, and helps with solar flares. Also note that plants are sensitive to radiation, so those parts should be shielded if you plan having on doing any inter-planetary missions.
  5. [1.3.0] Kerbalism v1.2.9

    I think the issue is not that there should be science. Re-adding science generation would just be a temporarily fix. The real issue is that that science labs don't really contribute anything to your ships. It doesn't matter if you have a lab around Kerbin, around the Mun, or on Duna, they all produce the same amount of science, and that is all they do. Not only that, but all you need, at most, is one per spaceship. In my save, I have already added seven to my kerbin station just because of contracts. @ShotgunNinja If I were to make a suggestion on what to do with labs, it would be to add new stats that labs could deal with. Injuries and sicknesses would be a real problem for long duration trips. Maybe one of the modes for labs could be as a medical bay. This mode can be separate from the current mode, so that there could be a reason to have more than one module.
  6. [1.3.0] Kerbalism v1.2.9

    @ShotgunNinja It seems the Mk1 crew cabin does not have any life support; one of my kerbals suffocated shortly after entering the cabin with no other life support parts attached. Was this intended?
  7. [1.3.0] Kerbalism v1.2.9

    This is a neat mod mod. I just have a few questions: -How do you harvest nitrogen? I read somewhere about an atmospheric scoop, but I have not been able to find any parts that would collect anything. Has this been implemented, or is it just a planned feature? -How do I disable the alerts for certain crafts? -Does this mod make any changes to the gravity scans? After downloading this mod, I was not able to do gravity scans on the surface of planets, so I was not able to complete some contracts. Is this something your mod did (in which case, can you do something about it) or was this from another mod that happened to break/change?
  8. Considering most contracts last 20+ years, there is real need to have these contracts come up at specific times.
  9. We don't have one GPS satellite in space that moves around. We have multiple satellites that do not change their orbits. Because everyone here seems to have a different opinion on this, There should be contracts where you can have it fly from one orbit to an other, and some contracts that say that a satellite needs to stay in one orbit. So far, the argument about "goals" has been dumb on both sides, both sides making arguments that really did not mean they were right. It should be an option [controlled by what the contract specifies], not mandatory loss-of-control.
  10. *Raises both hands* This definitely. It needs it's own biome. The thing is there should be a whole lot more biomes for each planet/moon in the game, but there really is no need. Biomes do nothing but add more science, that really is just a number. The way the game treats Science and biomes needs to be revamped. There really needs to be a reason to have biomes besides points.
  11. Transparent windows in command modules

    I see your point. Some people may not want to use displays in their command pods, So they just shouldn't use them. There should be one or two screens *(maybe on the sides of the command pods) that are for the people who want the screens because they need to see [list I already gave], and then for the people who don't use them, they don't use it. It's not that the player is forced to use the screen, but if they want to they could.
  12. Animations!! ANIMATIONS!!

    Yes. Although there are a BUNCH of stuff that should happen first, Animated parts should happen some time.
  13. Transparent windows in command modules

    RPM SHOULD BE IN STOCK. It (and a few other mods) takes care of: Seeing your whole ship, See through a camera, helps with docking in IVA, Orbital/Ship statistics. Without these things, IVA is extremely hard and useless. Also IMHO, that mod does not look as good as RPM.
  14. This would be cool to have but: * Its to complicated for someone who doesn't know what any of the above means * Its to complicated for someone who knows what the above means. * Does not add anything, just makes things more challenging. * Adds a new level of realism to KSP (which it seems that every other KSP player does not *really* want)
  15. I support this thead. The only thing is the fairings have more mass, do not protect against the atmosphere in any way, and do not give any support (which the last two are just things that I think everyone hate about fairings in general), Which means using fairings instead of inter-stages just adds mass and "looks good".