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jpkerman

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Everything posted by jpkerman

  1. Could the method Kerbalism represents a CME support a science experiment that would give science points when a CME occurs? Multiple satellites deployed could give different analysis of the event if the science points were a random generated 0-3 points per CME recorder per event. I have not yet experienced a CME in the game but if the notification message (I assume there is one) could be dependent on another type of instrument (that could be created) then a science mission of deploying a CME warning satellite would become an option.
  2. Thanks, 22 Celsius would be good. Kelvin, the bad boy of temperature scales.
  3. Survival temperature 295 What does the '295' equate to ? Survival temperature range is single digit add/subtract to the survival temperature or is it a factor amount?
  4. @tricky14 If you are using DMagic Orbital Science with Kerbalism but not Universal Storage the Dmagic US wedges will show up (unless you delete the US folder) but will not have proper support in the game. That could be your drag problem.
  5. It already Sunday in Sydney, New South Wales, Australia. posted by Jpkerman winner of the 2017 Butthead award,
  6. May I advocate for keeping some style of stack chute? It is my #1 RC item. A texture switch to match the stock pods (black/white) would be nirvana IMO.
  7. Long ago in the dawn of KSP, when the Krakken was just a cranky baby, there was ... Last updated 0.25. I do not know the license and status but it had nice models and animations. If you could take it over you would just have to get it to 1.4X standard (did I make that sound easy?) and work on the models from there.
  8. KOOSE in conjunction with COMFORTABLE LANDINGS works to the point that the 0.625 parts fit between the Koose pod and the heat shield. The airbags, landing rockets and sea flotation work when set to an action group but I have experienced the heat shield hanging up if i try to jettison it. The animations show thru the heat shield fairly well. The landing skirt/heat shield does not not seem to work as well.
  9. Ok, that's workable but i have been in sandbox so far. i am slowly modding my 1.4.4 and this is the first time i have used Kerbalism. I like it very much.
  10. Not from reading the Wiki or Support docs. While well organized out and explained it seems lacking in the area I am experiencing. In the VAB, when I use the context menu 'Configure Pod' I can only select two components to be part of the command pod? It defaults to Scrubber and Pressure controller (which loads nitrogen in the capsule) but I have to lose one to have the humidity controller? To have all the controllers I would have to add the ECLLS part and configure it to provide two more options? Once I configured my pod to scrubber/humidity I no longer had a humidity problem. Is the limit to two just a game play feature to make service modules needed? From the Wiki: Enable/disable habitats The user can enable and disable habitat parts individually, both in flight and in the editor. This is used to configure and reconfigure the vessel internal space, to influence its properties as the need arise. Does the "habitat parts" mean the scrubbers and such? Once I leave the VAB the pod configuration seems unchangeable in my game. This is a great mod, simple yet with a high level of detail and great game play effects but managing the vessel habitation is a little fuzzy for me.
  11. In which direction goes the venting? There are two vents, in the modelling one appears to be 45 degrees and the other appears to be 90. In the config it is merely direction 1 and direction 0 It seems that rotating the vents in the VAB it seems as if the vent direction does not change despite the animation. I had thought the config module could be added to the command pods to supply a venting ability but the ability to select humidity or cabin pressure would need to be added but i believe that would would be inside the module and LinuxGG would probably need to give his blessing. I just thought with the discussion on venting the humidity the knowledge that a part has a venting ability could offer a solution. The only other way I can imagine if a humidity tank was created and the resource transfer system would let you transfer excess humidity from the command pod to the tank.
  12. inuxgurugamer maintains a mod called SmartParts. https://spacedock.info/mod/614/SmartParts It contains a vent part that dumps any resource contained in the part it is attached. If attached to a command pod using Kerbalism it will dump any resource not turned off and also humidity and cabin pressure. While the vent produces thrust that seems to have a problem in game (placing vents to offset each others thrust still seems to cause a rotation on an axis) if the part could be modified to not vent cabin pressure then its construction could offer an approach to make a Kerbalism vent.
  13. Nice work, just enough to get the job done. May I toss out for consideration that if the un-docking force was increased enough so the Koose would clear the station/ship by just the decoupling then the RCS can orient the pod and use the SRBs for a retro-burn rather than expending them just to escape the distressed vessel. Also, while other mods can supply them, it would be likely that the pod would have a flashing strobe light to signal their landing spot to rescue craft.
  14. US government issued medal sets contain the medal, ribbon and a lapel pin. In the 1960's it became a "clutch back" type of pin. If yours has a button type back, to insert thru the lapel buttonhole, then it is an older style and was probably original issue.
  15. When a 1.4.2 with Making History DLC RealChute is made, may I request a texture variant for the stack chute be made to match the MK2 two kerbal command pod?
  16. Another good reason to ignite your engines THEN release the launch clamps. You could have let the boosters burn out and recover the rest of the rocket.
  17. Great addition!!! Works as good as it looks.
  18. All I am concerned with is if this issue delays any modding/updating for KSP then I will make a voodoo doll of the OP and stick many pins in it.
  19. Would that be the deimos790/Taurus_Continued Patches for the Taurus HCV mod [KSP 1.2.1] ?
  20. I scanned the past changes, it does not appear to have ever been set for Community Tech Tree inclusion. Would seem to be good candidate for CTT. Please consider in your plans.
  21. Been testing. I prefer the classic but have been trying all levels. All seems ok but the quit warp function when LS is low seems to be set to engage at less than 3 days in my games. If I recall correctly, it use to start at less than a day. It is a on/off button with no settings.
  22. With mods Ven's Stock Revamp (Mk-1 and Mk 1-2) Landing mod works both land/water for the Mk-1 pod. The Mk1-2 pod only works in water. Home Grown Rockets mod Soviet style pods (Soy-juice and Onion) have built in landing brake rockets. Would only need water floats. The airbag stand alone part make a nifty landing platform for probe packages on Duna. I build a girder/platform on top of airbag part and place a probe core and parachute, add science instruments. place airbag part on a separator then a fairing base. I have not tested it as a rover landing platform yet.
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