Autolyzed Yeast Extract

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About Autolyzed Yeast Extract

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    Pestering mod authors so you don't have to since 2016

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  1. In CKAN some Mk1 cockpit IVA replacement is listed as a dependency. This isn't even the Mk1 cockpit and it's not included in the download anyway. Can someone resolve this? CKAN is strict with dependencies.
  2. When you do update can you see about getting it on CKAN? I'm not code savvy and the awful, buggy placeholder models for standalone EL keep me from using it seriously, no offense to the creator (so please continue working on this!) In the meantime it would help hold us over if someone (anyone (not me, I'm dumbo)) could gather the recent patches to get the mod to function properly and sensibly in new versions of EL/KSP
  3. Not functioning properly in 1.9. Reaction wheels of any kind cannot be controlled and do not provide stability assist. I want nerfed reaction wheels but I still want them to actually exist as a gameplay element.
  4. It would be cool if habitat heat management was implemented in this mod. Climatization is an issue if your EC runs out but we should have to use radiators when we have several kerbals and solar panel arrays on board like the ISS does, i.e. the ship can dissipate up to X watts of heat by itself and using 1 EC/s generates Y watts of heat that needs to be dissipated, eventually exploding the craft or at least bottlenecking its capabilities if overheated. Lets most probes function fine but space stations and large craft i.e. manned Duna missions will require radiators.
  5. We need a mod that does what this one did, allowing all engines of really low TWR to thrust in timewarp. Especially for RO players. If one exists please @ me.
  6. In my game using TETRIX the radiators are locked until the 240 sci node Advanced Metalworks, with all of the folding radiators staying locked until the 480 node after that. In real life you need those unfolding radiators and a lot of them at that to have a functional space station. I know habitat heat management is not really modelled properly even by mods, but it may eventually, and it makes no sense to keep these locked for so long. In my opinion the small static radiator should be unlocked in Survivability, with the big static radiators being in Crewed Support, followed by one folding radiator per node afterwards from small to large in the Support line. I don't know when they are unlocked in stock but stock has a pretty unrealistic tech tree anyway
  7. It is set to that by default and not working. The cell does not burn LF and oxidizer. It really should but it requires specifically hydrogen and oxygen. They're only useful on space stations this way and it kinda sucks that I can't burn excesss fuel for electricity.
  8. I wish this could get an update, this is the best way for KB/M users to fly airplanes
  9. Please add a config for fuel cells to combust LF and OX for electricity. only monoprop and hydrogen exist as options and the H2/OX cell does not work with LF.
  10. Restricting things to career mode isn't very cash money, a lot of people prefer sandbox and it will likely take even proficient players a really long time to receive these contracts. Many career saves die to version changes and deciding to un/install certain mods so it would be better to make the requirement simply having access to the largest rocket parts, which is far more reasonable and makes sense for heavy launch mass contracts. I'd suggest that you implement launchpads and resource production in these bases so they have a more appealing function and that you continue having contracts to send kerbals to those bases and back. A closed arcology doesn't make sense until they declare independence (which ultimately requires several million of a population to be a reasonable pursuit, but would be a very fun mechanic especially if they spawn giant enemy crabs around their territory to shoot at). This would be an interesting way of bringing KSP 2 to KSP 1 and I am interested. Could potentially be a huge mod
  11. I only have simplex tech tree folder but it has these configs including kerbalism. I'm not sure why its in the same folder