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Yaar Podshipnik

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About Yaar Podshipnik

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  1. You can also add automation to your antennas. Configure at least one of them to extend on connection lost.
  2. Kerbalism, and all other mods with radiation, could definitely use a proper shadow shield. Thing is, for that to work radiation has to have a source from which it propagates, so that line-of-sight can be used to determine if something is shielded or not. AFAIK radiation in kerbalism is just a number used in some equations. Nertea was working on it at some point (not as part of Kerbalism though) - see
  3. This still doesn't show as compatible with 1.3.1 but loads up fine when force installed.
  4. Does the same >1yr apply to Scouts or are they completely immune?
  5. I have MKS and USI-LS installed. From what I can see in the docs, Pilots should be immune to habitation running out turning them into tourists. All my pilots, both veterans and regular, do however turn into tourists as soon as hab timer runs out (they have plenty of supplies left). Is that a bug or intended behavior?
  6. The version that's in CKAN works perfectly fine with KSP 1.3 English. Don't know if something could break in other languages.
  7. It looks like the 1.2 version crashes 1.3 (not too surprising). I did a quick recompile for 1.3 and that seemed to do the trick. Won't upload the DLL as this doesn't really look abandoned. It's easy to build yourself if you really want to.
  8. Got to Vessel config when in flight scene, switch to cfg tab, make sure a little red X is displayed by the messages you don't want to interrupt your warp.
  9. Latest release has the internal stock antennas on probes. Is that on purpose?
  10. Don't think it's silly TBH, and I don't want to interfere with default balance as I think @ShotgunNinja is doing excellent job on keeping it right where it should be. Reason why I disagree is that the pod is just part of the spacecraft. You are expected to have more bits on it. I'm perfectly fine with pod being only able to sustain the crew for a limited time, like during the re-entry and landing phase. Saying that, I do think that this mod lacks some external life support parts. If you use KPBS I recommend taking the circular cargo thingy and attaching some life support modules the
  11. I think it would be nicer if larger capsule meant more space for ECLSS systems like scrubbers. So the new 7 kerbal pod from NFT would get twice the ECLSS slots as the 3 kerbal pod. Unfortunately that requires some explicit mod support work. I will be doing a pass over life support config on the mods I'm using in near future, and will share my patches via a pull request (unless someone does this before me ;))
  12. Could be something related to how the model is set up, though I can't really help you with that. Parts, animations, and textures are a bit of a black magic to me.
  13. You commented out just one line, leaving rest of the module config just hanging - the properties themselves probably wouldn't be a problem (as they would be attached to the part itself, though name might cause a conflict), but that closing brace is definitely throwing off the parser. To properly disable light comment out ALL the lines starting from MODULE { and ending with the line with corresponding closing }. //MODULE { // name = ModuleLight// lightName = Spotlight// useAnimationDim = true// lightBrightenSpeed = .3// lightDimSpeed = .4//
  14. No memory problems. I run KSP 64bit, have 32GB of RAM, and the only memory hog in my mod list is Stock Visual Terrain and Stock Visual Enhancements (off now due to Scatterer being broken). I play with very little mod parts, and with lots of quality of life improvements. Biggest mods I use are Kerbalism, pretty much everything by Nertea except Spaceplane Mk IV (I can't fly planes), KIS, KAS, KPBS, Feline Rovers, Surface Experiment Pack. Also used to play with Ven's Stock Revamp but that got problems in 1.2 - there's a new release so I'll probably give it a try again (love that inflatable habs f
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