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MemeBeam

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Everything posted by MemeBeam

  1. I just mean when using it as a makeshift heat shield. At least when I used it for drop pods, the heat shield went before the stock airbrakes.
  2. Like the idea it, should nerf the stock air brake too. Because it is still to op compared to your version.
  3. Lol I have made this mistake many times myself I believe if you change them to debris you wont be warned.
  4. Hey i'm working on a patch for near future so reactors can have radiation, and was wondering if anyone knew how to have the rad dependent on the heat or throttle of a part. I see that it doesn't work with the nuclear engine in the config so i'm guessing no, unless i'm just missing something.
  5. They must be extended there is one that is always on I forget what it is called. To relay signals the omni-directional antennas must be in relay mode.
  6. How did you bind the leak rate to the shielding factor (I dont know much about modding)
  7. It would be cool to have that kind of control over your vessels atmosphere but just in my opinion I dont want this mod to get to complex. I think the idea of nitrogen for pressure is neat, but feels badly implemented at the moment. With almost every other resource in this mod there is some way to creatively replenish it, nitrogen just ends up being something you try to bring a excrements ton of. I feel there could be some very unique ways of fixing the issue (see my earlier comments) but as of right now its just a annoying timer for your missions. The same could be said for comfort and radiation, but with radiation you can plan a path to spend minimal time in radiation belts, and comfort forces you to put more time into interplanetary missions than just a simple one man pod to duna and back. @ShotgunNinja hope you read this, everything in this mod is great and forces creative mission planning but for nitrogen I feel it fails to provide any real unique challenge.
  8. The reason it is consumed is because of "leaks" so it is used to replace the missing atmosphere why it is consumed at such a high rate idk. I feel it should be bound to the quality of your life support meaning a higher quality space craft would have less leaks
  9. @wrobel-cwirek @ShotgunNinja I have encountered the problem with deep space travel and running out of nitrogen. Deep freeze is a good way to fix this but instead the amount of "leaking" per area could be bound to the quality of life support. This would make sense logically and for the player longer length mission part for me are almost always high quality for stations or long manned missions. You could tie it to tech level like how in remote tech does for signal processing. Maybe lets make things interesting and more "kerbal like", you can gather nitrogen from very low orbit or by just scraping the atmosphere with a scoop. So on a gravity assist with jool you can top off the nitrogen tanks before your main mission begins.
  10. That's a good place to have it. Also could you give it the ability to be radially attached so its easier to stick inside large cargo holds. (Unless it already can be and the Mark IV hangers are just weird)
  11. @ShotgunNinja For any future update or part additions, I just wanted to throw this idea out there. When using mods that include large cockpits like Mark IV Spaceplanes for example MM patches in scrubbers for the cockpits, but fully manned they are not powerful enough to remove all the CO2. So I end up having to find some clever way to add scrubbers. So I am suggesting a small radial part that can be attached to add a extra scrubber. This would help improve other mod compatibility issues.
  12. Glad this mod came along now I can have NFConstruction installed and still be able to find the stock parts
  13. Could this mod get more support for kerbalism, such as radiation coming from reactors, possible malfunctions that require highly skilled engineersto fix to make them more unique and less care free on long missions. Love the mod btw
  14. Cant wait to see this mod progress. Would like for there to be a adapter so I can use stock or other mod wheels. (But the custom wheels still work great)
  15. @CobaltWolf Thank for the reply I don't know how CTT interacts with other mods that aren't "stated" as comparable so this answers some other questions
  16. Kerbal should have to deal with most of the same problems we deal with when I comes to space travel such as (in kerbalism) life support, comms, and power stuff that you can solve creatively. But without having to worry about the less interesting problems such as what type of fuel this engine uses or how many Gs they can take.
  17. WOW JUST WOW, this is a very well made mod even without all the finished IVAs.
  18. @Brigadier If the crash happens again I will send you it but for now it hasn't been a problem I speculate it was because I completely reset module manager by deleting all of its created files or Could have been caused by me switching mods so much.
  19. @Brigadier Tried to recreate it this morning but I could not get it to happen instead I got a crash when going EVA. I didnt get a crash log and dont know how to upload the whole log to the forms so here is where it crashed: [LOG 10:44:11.897] 6/7/2016 10:44:11 AM,KerbalAlarmClock,BaseLoadDone. Alarms Count (Should be 0):0 [LOG 10:44:11.897] 6/7/2016 10:44:11 AM,KerbalAlarmClock,No Alarms to Load [LOG 10:44:11.898] 6/7/2016 10:44:11 AM,KerbalAlarmClock,ScenarioLoadDone. Alarms Count:0 [WRN 10:44:11.898] [UiApp] Awake: CurrencyWidgetsApp [WRN 10:44:11.899] [UiApp] Awake: ResourceDisplay [WRN 10:44:11.899] [UiApp] Awake: KSPedia [LOG 10:44:11.899] [ApplicationLauncher] OnSceneLoadedGUIReady: scene FLIGHT ShouldBeVisible() True ShouldBeOnTop() True iIsPositionedAtTop False [LOG 10:44:11.899] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown [LOG 10:44:11.903] ScaleModList: listSize 82 maxListSize 838 [LOG 10:44:11.904] ScaleModList: listSize 82 maxListSize 829 [LOG 10:44:11.912] ScaleModList: listSize 123 maxListSize 829 [LOG 10:44:11.921] ScaleModList: listSize 164 maxListSize 829 [LOG 10:44:11.922] ScaleModList: listSize 205 maxListSize 829 [WRN 10:44:11.922] [KnowledgeBase] OnAppLauncherReady 136772 [LOG 10:44:11.928] ScaleModList: listSize 246 maxListSize 829 [LOG 10:44:11.928] FF: using stock toolbar button [LOG 10:44:11.928] 11 [LOG 10:44:11.980] [Kopernicus]: No new objects this time. (Probablility is 50%) [LOG 10:44:11.981] [SCANsat] Loading Kopernicus On Demand PQSMod For Kerbin [LOG 10:44:11.982] [UIApp] OnDestroy: ContractsApp [LOG 10:44:11.990] 6/7/2016 10:44:11 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue [LOG 10:44:11.990] 6/7/2016 10:44:11 AM,KerbalAlarmClock,Skipping version check [LOG 10:44:11.997] ScaleModList: listSize 287 maxListSize 829 [LOG 10:44:11.998] [FlightIntegrator]: Vessel Surface has been unloaded 1.79769313486232E+308, applying analytic temperature 297.984928823654 [LOG 10:44:12.004] [SCANsat] All Height Maps Generated [LOG 10:44:12.005] [MessageSystem] Reposition 0.02 136773 [LOG 10:44:12.009] [Scatterer] Sunflare: loaded new transmittance table [LOG 10:44:12.059] [PlanetariumCamera]: Focus: Surface [LOG 10:44:12.062] 6/7/2016 10:44:12 AM,KerbalAlarmClock,Vessel Change from 'No Vessel' to 'Surface' [LOG 10:44:12.067] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 10:44:12.068] ScaleModList: listSize 287 maxListSize 788 [LOG 10:44:12.068] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 10:44:12.069] ScaleModList: listSize 287 maxListSize 747 [WRN 10:44:12.075] [ResourceDisplay] OnAppStarted(): id: -3194490 [LOG 10:44:12.075] [GenericAppFrame] Reposition 0.0918132 136777 [WRN 10:44:12.076] [ResourceDisplay] OnAppStarted(): id: 272592 [LOG 10:44:12.076] ResourceDisplay already exist, destroying this instance [LOG 10:44:12.077] [UIApp] OnDestroy: ResourceDisplay [LOG 10:44:12.077] ScaleModList: listSize 287 maxListSize 747 [LOG 10:44:12.091] CURRENCY WIDGET False False False [LOG 10:44:12.092] [UIApp] OnDestroy: CurrencyWidgetsApp [LOG 10:44:12.108] [UIApp] Adding KSPedia to Application Launcher [LOG 10:44:12.109] ScaleModList: listSize 287 maxListSize 747 [LOG 10:44:12.222] UIMasterController: ShowUI [LOG 10:44:12.226] Flight State Captured [LOG 10:44:12.226] Saving Achievements Tree... [LOG 10:44:12.226] Saving Achievements Tree... [LOG 10:44:12.227] Saving Achievements Tree... [LOG 10:44:12.227] FF: saving hall of fame scenario module (at 54960.8861596652) [LOG 10:44:12.228] FF: saving hall of fame (21 logbook entries) [LOG 10:44:12.228] FF: hall of fame saved in 0ms [LOG 10:44:12.236] [KCT] Writing to persistence. [ERR 10:44:12.237] Object reference not set to an instance of an object [LOG 10:44:12.237] [MessageSystem] Save Messages [LOG 10:44:12.247] Game State Saved as persistent [LOG 10:44:12.468] [Kopernicus]: AtmosphereFixer => Patched AtmosphereFromGround for Thatmo [LOG 10:44:12.490] FF: vessel Untitled Space Craft (unloaded) has reached orbit around Kerbin [LOG 10:44:13.226] Unpacking Surface [ERR 10:44:13.973] [KCT] ERROR! An error while KCT loading data occurred. Things will be seriously broken! [LOG 10:44:23.842] FF: kerbal status change: Valentina Kerman from Assigned to Available at time 54972.4661596633 [LOG 10:44:23.843] FF: creating new hall of fame entry for kerbal Valentina Kerman [LOG 10:44:23.843] FF: creating new hall of fame entry for kerbal Andan Kerman [LOG 10:44:23.844] FF: creating new hall of fame entry for kerbal Gilena Kerman [LOG 10:44:23.844] FF: creating new hall of fame entry for kerbal Leethis Kerman [LOG 10:44:23.845] FF: creating new hall of fame entry for kerbal Kencas Kerman [LOG 10:44:23.845] FF: creating new hall of fame entry for kerbal Samantha Kerman [LOG 10:44:23.845] FF: creating new hall of fame entry for kerbal Stephanie Kerman [LOG 10:44:23.846] FF: creating new hall of fame entry for kerbal Miuki Kerman [LOG 10:44:23.846] FF: creating new hall of fame entry for kerbal Natany Kerman [LOG 10:44:23.846] FF: hall of fame refreshed [LOG 10:44:23.847] FF: kerbal status change: Valentina Kerman from Available to Assigned at time 54972.4661596633 [LOG 10:44:23.848] FF: hall of fame refreshed [LOG 10:44:23.849] [Progress Node Reached]: SurfaceEVA
  20. When I installed the mod I would get random crashing when mousing over stuff in the VAB when I uninstalled it the crashing disappeared completely. BTW: I have many other mods installed but non should affect the kerbals besides kerbalism
  21. @ShotgunNinja For a low tech green house you could make one without windows because pressurizing a entire room with a large glass window would be a engineering challenge, and make the greenhouse use lamps instead.
  22. @ShotgunNinja Have you planned a update to the Greenhouse texture, it looks nice it just doesnt fit with the mods stock alike look. The greenhouse looks to futuristic, I understand it is most likely a place holder as the old food tanks had the same design concept.
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