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bpilgrim

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Everything posted by bpilgrim

  1. I believe this may actually be an issue with the Snacks mod. There was a report on its forum that the default production is incorrectly set to 21600 Snacks per day. You can fix it by changing the production rate to 1% in the options.
  2. I don't know of a way to turn off life support, no.
  3. You can turn off the random failures in the Kerbalism settings file by changing 'reliability = true' to 'reliability = false'.
  4. Does anyone know how to disable the resource coherency checking? I am trying to mine water on Duna using an unmanned lander, and the drill doesn't work when the vessel is unloaded. When the vessel is loaded and I try to do high speed warp I get the warning about EC acting incoherently (because I'm using a nuclear reactor I'm guessing), and it won't let me warp faster than 1000x. No Kerbals' lives are at risk here so I would like to disable it and let it do it's incoherent thing. I see in the changelog for 1.2.7 that it is possible to disable this checking, but I didn't see the option in the Settings file. Did I just miss it, or is there some other way it has to be done?
  5. @ShotgunNinjaHere are the log and my list of mods I have installed. I hope it's helpful!
  6. @ShotgunNinjaWhen the vessel is loaded, the Kerbals die of C02 poisoning. When it is unloaded, they burn to death. I have a station and ship that both experience the issue, and after switching between them it seems that the EC drains when a vessel is not loaded. EC accumulates correctly at regular speed when a vessel is loaded, but the unloaded vessel's EC drains. At high warp is when the 'Kerbals dying' thing happens, and that seems to happen whether the vessel is loaded or not.
  7. @ShotgunNinjaStill having the EC and C02 issue for me. I loaded an older save and haven't had the issue with that one so far, so maybe it is a one-time thing? The ships are not fully constructed in that save, though, so not a perfect comparison.
  8. I'm getting the same behavior on one of my ships since the update. It's got both solar panels and NF nuclear reactor, either of which by itself should be enough to power the ship. It's fine when the ship is loaded but when I switch to another vessel its EC starts draining about 1% per second. Once it drains fully, it starts a cycle of going up to 2% and then draining to 0%. Edit: I'm also getting the 'everyone dying of C02 poisoning at high warp' issue now. It happens when the vessel is loaded or unloaded.
  9. The waste processor uses Waste to produce ammonia, which contains nitrogen. Is there a chemical process that can extract the nitrogen from ammonia? Five minutes of Googling didn't turn up anything for me, but I'm sure one exists. Perhaps it could be added to the chemical plant. Of course, then you may have to choose between fertilizing your greenhouse and pressurizing your craft...
  10. Does your station have Nitrogen? That is what supplies air pressure
  11. I am still getting this, too. Most recently it was on my manned command module en route to Duna. The ship was in interplanetary space, so never in shadow, plenty of EC from solar panels (in theory). Usually it happened when I was warping while focused on another vessel, but it happened a couple times when I the ship was loaded, and I was at max time warp. I believe that ShotgunNinja indicated in the past that it had something to do with high-EC consumption parts like greenhouse and science lab. My ship does have a greenhouse operating on it.
  12. @Shield88 To make food, you need a greenhouse, which requires, water, ammonia, and light (either from Kerbol or lamps which consume EC). You can use a Waste Processor to harvest ammonia from Kerbals You make liquid fuel and oxidizer separately, but the main ingredients are water (which you break into hydrogen and oxygen using EC) and carbon dioxide (which Kerbals produce). Hydrogen + Oxygen --> Oxidizer Hydrogen + carbon dioxide + EC --> Liquid Fuel You need 3 chem plants for this: One each for the processes described above and another to break the water into hydrogen and oxygen I'm currently working on a station around Minmus that harvests water from the surface to produce fuel in orbit. Hoping to use it as a jumping off point for interplanetary voyages
  13. Here is a save file that is experiencing the EC issues I described in my post. I also included a CKAN file with the mods I was using (mymods.ckan). The main ones were KIS, KAS, Planetary Bases, and SCANsat. The vessels experiencing the issues are Mun Manned Lander and Mun Manned Cmd Module. Both are in orbit of the Mun. https://www.dropbox.com/s/rabmzihuic4okkl/FromBack.zip?dl=0 Hope this is helpful!
  14. I hate to bring up ghosts from the past, but I've had a few issues with EC recently that have resulted in Kerbals burning up or freezing to death. The first one: I have a station in 200 km circular orbit with a lab, greenhouse, and 4 gigantor arrays (and other stuff but those are the big EC elements). Occasionally (maybe 30% of the time) when I go to 10000x or higher warp the station's EC drops to 0, life support off, Kerbals dead. It appears that if the station it happens when the station is in shadow at the start of a warp but I'm not completely sure about this. The second one: I did a Mun mission today with a command module and lander. After landing I got the lander into low orbit (6000m Pe) to set up rendezvous. I switched to the command module (in higher orbit but still 6000m Pe) so that I could warp faster and soon after I sped things up to 1000x the lander EC dropped to zero, Kerbals dead. At first I figured that I hadn't aligned it's panel's properly so I reloaded, double checked, tried again. Same result. Switching tactics, I moved the lander into a higher orbit and kept it as the active vessel during time warp. Now, the command module's EC drops to 0, Kerbals dead. At this point I decided to do some investigation and get some screenshots. After playing around a bit, it seems that Kerbalism is considering the vessels to be in shadow at times when they are clearly not. If the vessel is active this doesn't seem to matter; I was still gaining EC from the panels despite the shadow icon in Kerbalism. But I'm guessing this is what was causing the problem when the vessel is not active. Screenshots link below so you can see for yourself. http://imgur.com/a/xw7Zz
  15. I encountered a small issue after I launched a station a few minutes ago: It didn't appear on my list of ships in the Kerbalism menu! Screenshots: http://imgur.com/a/dLPtS Switching to another vessel and then back did not fix the issue, nor did going to the Tracking Station. Fortunately, after I restarted KSP the vessel did show up, so it turned out to be a minor issue, but I thought you would want to know about it.
  16. Autostrut works for me... Are you playing career mode? Autostrut isn't available in career until you get to Struts on the tech tree.
  17. Ah, that last point I think is where the confusion lies. C02 level is not the actual percent of the atmosphere; it is how much of the waste storage capacity is used up, and the small capsule has very little capacity. That makes more sense to me. I recall from the Apollo 13 flight that they were worried when atmospheric C02 reached 15%, so I was confused at the values I was seeing.
  18. Ooooh, that's right. Now I remember. Sorry!
  19. I apologize if this is a dumb question, but I want to make sure I understand the new Science system. Sensors are supposed to collect data over time, correct? So if I launch a geiger counter into LKO will it accrue more data/science after 30 orbits than after 1 orbit? When I log data from my thermometer or geiger counter, the dialogues seem to indicate that I am getting the full amount of science after recovery. Is this correct, or is that number no longer meaningful? Or am I completely off base?
  20. I don't want to be rude, but it sounds like you want to have your cake and eat it too. The fact is that there is an option for using the mod now (with 1.1.3). If you don't want to do that, then let the mod author do his thing as he likes.
  21. I updated to the 1.2-compatible version of Contract Configurator yesterday, and the [X] Science button disappeared. Could this be the same error other folks are reporting?
  22. 1. No 2. Yes, one science lab 3. Mostly fixed panels with some orientable 4. No 5. I didn't see any errors in the log, but I didn't get the error today. I tried 7 or 8 times going high warp, but it's always been an inconsistent thing.
  23. For the moment I will just use orientable panels I appreciate all your work. This is by far my favorite mod!
  24. @ShotgunNinja I think that the fixed vs orientable panels may be a factor in the EC issue people have been having. I have a station in a 100km Kerbin orbit that experiences the same dead batteries/Kerbals problem at the highest two time warp speeds. It has a few panels that are orientable, but most of them are fixed.
  25. @pwhk I've experienced this as well with my Kerbin low orbit station. I was warping for a Duna transfer when I got a message that all the Kerbals on my station were dead or dying. The station has more than enough EC production/capacity to survive while in Kerbin's shadow but it seems to not be calculating correctly when in background. I can upload the save when I get home if it would be helpful. I was using Kerbalism and SCANSat as my mods.
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