Zombie_Striker

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About Zombie_Striker

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    Bottle Rocketeer
  1. Zombie_Striker

    [1.3.0] Kerbalism v1.2.9

    I've found that when I first added Kerbalism it had closed all of the solar panels for my ship. This most likely happens because it needs to register the solar panels on all ships when it is first installed, and closes it so it can be registered when you extend it. However, after having extending it once, all solar panels should stay open on further playthroughs. As for EC, that most likely happened because of the solar panel bug. Either send more kerbals to manually open solar panels to charge the crafts again, or edit the config files to add EC.
  2. Zombie_Striker

    [1.3.0] Kerbalism v1.2.9

    I feel as though Kerbalism reflects reality, in that there are a lot of minor mistakes can jeopardize a mission, and that manned missions require a lot of planning and redundancies. For example, I am also sending a mission to Duna. In it, I use TWO spacecrafts, and for each spacecraft, the habitation modules can separate from the booster stages so they can swap components if parts of both crafts both fail. If you're a casual player, who just wants to launch spacecrafts and simply travel to another planet, this is not for you. With this mod, you basically have to treat this as if it were real, and have contingency plans if something unexpected happens.
  3. Zombie_Striker

    [1.3.0] Kerbalism v1.2.9

    Greenhouses need to be active at all times in order to work. Stopping it at any point stops the counter, so doing this may force you to way somewhere between 10-100 days depending on how long you turn them off for. As for realism, consider that greenhouses need temperature control, humility/ hydration regulation, along with light control (depending on if the plant grown is a "short day" or "long day" plant).
  4. Zombie_Striker

    [1.3.0] Kerbalism v1.2.9

    Odd. Are you sure you have a CO2 tank? Scrubbers move the CO2 from the habitats into those tanks, and if you do not have any, the scrubbers do not do anything. Greenhouses should use sunlight over EC if they are in direct sunlight. Though you are right about the insane amount of EC it requires per second. Unless you are orbiting the planet, greenhouses are only really good once you have set up a massive base that already has large amounts of unused EC compared to the day/night lengths (I.e, not the Mun, or any other moon with night lengths longer than a couple of days).
  5. Zombie_Striker

    [1.3.0] Kerbalism v1.2.9

    I have. Seems to work.
  6. Zombie_Striker

    [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.
  7. Zombie_Striker

    [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.
  8. Zombie_Striker

    [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.
  9. Zombie_Striker

    [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.
  10. Zombie_Striker

    [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?
  11. Zombie_Striker

    [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?
  12. Considering most contracts last 20+ years, there is real need to have these contracts come up at specific times.
  13. 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.
  14. *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.
  15. Zombie_Striker

    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.