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Daniel Prates

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  1. Just remembering this post from 8 years ago. Maybe doing what LGG asks above is just the way to do it justice right now.
  2. I think it is a matter of taste. Years ago I tried kerbalism for several months, so I consider I gave it a good go. But it just wasnt for me. It is a work of art though: I envy those who have chemistry with it. For my taste though, it is too much of its own thing. It has its own supplies, health and sanity, communications, probe control, radiation, and a lot of things. It is very self-contained, it tries to reinvent a lot of ksp aspects, so it precludes you from combining it with many other mods. At the same time it is also very configurable too, if you know your way around config files. My suggestion is that you try it and see if it works for you. PS: yes yes, I know it has workarounds to function with a few other mods. Like the TAC LS config, it disables its own LS in favor of TAC. I am surfing over this a few reasons: a) this frankensteinish mixing usually combines the worse of two worlds; b) if kerbalism was made to be one way, might as well use it as intended; c) there are configs for only so many other mods. So my reasoning was always, if you wanna go kerbalism, go fully, it deserves it.
  3. OH MY GOD yes this. Kerbal health plus TAC. To be honest, though I respect anyone who doesnt play with life suport and health/sanity mods, here between us... whats the point? Put a lone kerbal on a mk1 pod and send him on a seven years trip to Jool, no air no nothing. Come on. It is anybodys choice of course to go with other options, like kerbalism, or so many other LS mods out there like snacks etc. But to me KH + TAC is as good as it gets.
  4. I am not certain what you mean here; are the new SSPX parts not integrated yet? Hmm... now that you mentioned it, the new (largest) centrifuge seems indeed not to have the paragravity function. Well as for the main issue - different stats for loaded/unloaded vessels - I tested everything out and it is perfect: Thanks again @garwel!
  5. That is what the reddit discussion suggests. It being a 6yo suggestion it made me a bit weary... well, I will try and report here what happens.
  6. Hello guys! Not exactly a scansat related situation, but perhaps someone here can help me. I am in the middle of a particularly enjoyable savegame; only thing is, resources availability is horrid (my fault; setting up the new save I forgot to set abundant ore). I recall it being possible to reset the seed in the savegame, and searching the blogosphere I found this.... .... but yyeeaaaahhh... I'm not sure. Besides I would also have to change the scarcity parameters, it makes no difference if I reset the seed but in the new situarion ore concemtration and everything else remains between 0% and 5% everywhere. Anyone have any ideia I can use?
  7. Glad to know it is not just me. Of course you can always enjoy the mod's many features loading the craft and minding it 100% of the time, but it does kill sime possibilities, like manning a station and leaving them there while you concentrate elsewhere. Well, Garwel being the wizard he is, if there is a way to make the stats compute equally for loaded and unloaded vessels, he will find it.
  8. Really then, look 3 or 4 post above and check Grimas' fix for it, it is a real thing.
  9. Interesting, I haven't checked this mod in a while. Unobtanium, huh? Does it yield more $$ than processed gold? Or it is meant for something else then return for profit? Nevermind, I was thinking of uranite, another ore that is mentioned in scansat, similar name.
  10. No matter anything, anywhere, in any circumstance. Everytime you jettison the shield without deployed chutes, you get that damn thing stuck in there. I'd be surprised if there were any justification at all to jettison the shield before deploying the chutes, in any scenario.
  11. Hmmm.... what is that "transfer angle" information interface? It provides the phase + inclination for an ejection node towards the targeted body?
  12. Well @flart beat me to it. In any case, here too are my logs, both ksp and player. Debug mode enabled. You will see i entered KSC, then the station, then I enabled 'debug mode', then I went back to KSC, then back to the Station: https://www.dropbox.com/sh/wv6cwe20y5oj087/AAB6x6SsKeQZYBhDXBgyOeIpa?dl=0 You see @garwel if it is indeed the case - KH computes differently the factors when the vessel is loaded and when it is in the background - that would sure be a good thing to look into. This by all mean doesn't make the mod "unplayable", bu all means, but it kinda forces you to keep your eyes on the vessel at all times if it is a long voyage, say a manned flyby to any other planet. Leaving it alone for some time to take care of some other thing elsewhere could be fatal to the kerbals you left behind.
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