tonimark
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Posts posted by tonimark
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kramax autopilot have a lot of problems controlling big aircraft which causes them to move up/down and it is caused by high expect response rate of autopilot which should be lowered for heavier aircraft
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well the only known way is that with scansat mod there are such questionmarks (and yes they exists on kerbnet too but are rare(also on kerbnet they required to complete a plantery survey)) that are anomalies i usally add a mark at these on scansat and later on finding them
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these parts were suppose to be in the cargo payload but how did this guy managed to attach them into a vessel? i am talking about eva seal pod craft from steam... but anyways heres is the screenshot:
part-clipping and non-strict part attachements checks don't really do anything while turned on/off in the editor
do i need a specific mod or a technique instead?
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what do you think is better? feline utility rovers or buffalo?
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yes it is dying i posted a thread , and still after 4 hours not even a recommendation , opinion any comment
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I have 2 mods and completely identical rovers, both can be configured accordingly to each mission but the general question remains...
which one is better? and if they are close which one is better for kerbalism and kerbal health mod combo? -
8 hours ago, maja said:
I will look into this. It can handle rovers, ships (this needs a little rework) and kerbals, so why not planes?
seems good however it is harder for planes since many more calculation including wing maximum lift , flight altittude and fuel consumption especially on interstellar's nuclear engine and cruise speed
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best mod i ever wanted , no longer spending countless hours running KSP just for a rover to drive from a biome to an another
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i have the same problem i tried to take off from minus flatlands with an aircraft everytime moving over the terrain , i know that airpark could be something but after toggle it on/off and bouncing on the surface multiple times yielded no results , there were no fairings , no gravity hack used
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i have to say i had a odd experience because it uses the kis/kas system i found a critical and ancient ksp bug(also known as Kore Kraken:This bug was discovered in KSP version 0.22. This type of Kraken will only occur when parts somehow manage to come to rest below the surface) where the terrain landing collission dedector and terrain destroyer (crash) collission dedector are out of sync (uneven terrain) this causes some objects like especially like saddle muncrete slab to crash to terrain whenever they are placed down from kerbal inventory system or sometimes where they are attached to the ground with pairs , you should switch to modern inventory system where the terrains problems are not so persistent
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base landing legs are too fragile even with ground stabilizer installed the landing legs keep getting destroyed on vessel load even with the most even terrain you should made landing legs much tougher and prevent them from just exploding when a large base is loaded
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1 hour ago, king of nowhere said:
depends on many factors
full shielding reduces radiation by 90% (at normal level). it always reduces 90%, whether you're hit by 1 mrad/h or you're crossing the inner jool radiation belt.
active shields reduce radiation by 0.04, again, no matter what the outside level.
so if your ship has to deal with constant low levels of radiation, an active shield is better. it completely negates all radiation. nuclear reactors on board count as a constant low level of radiation. and by the way, if you move the reactors far from the crew cabins, the radiation will be less.
if you have to cross a radiation belt, then it's better to have shielding. when you're facing 10 rad/h, reducing it to 9.96 with an active shield doesn't make an appreciable difference. but reducing it to 1 with passive shielding does.
i also point out that multiple active shields are very heavy and highly impractical. My DREAM BIG sported as much as 130 active shields because i was unable to deal with radiations at the time, and they added 400 tons of weight to the ship, and they drained 350 EC/s, and they protected from solar storms but around jool they were useless anyway (they'd have been useless even if i had had the power to run them).
if you are planning a jool mission or something equally elaborate, i suggest you use both. the active shield will protect you during the long trip exposed to the background radiation, and the passive shield will protect you for the short time when you cross the radiation belts. plus, passive shielding isn't THAT heavy. in my experience, it's generally around 5% of a ship's dry mass.
for my grand tours, i use a single active shield (I actually carry several ones, but only for backup) and maxxed passive shielding.
thanks for the information but if you can edit this post with this answer becuase i am not sure if the active shields do stack...
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On 12/5/2021 at 9:40 PM, tonimark said:
i have 2 questions!
1.whats the fastest way to generate shielding in the vessel?
2.i need some documentation and wiki about other modules: like TV that relieves stress and RDU (radiation detoxication unit) and how they work in addition to other life support wikis
while rdu and tv are still not well documented i just found the best way to generate shielding turns out SOE solid oxide electrolysis did the best at topping the shielding to full in less than a year on a random craft assuming there is a constant rich supply of CO2 and also the most efficient since it consumed the least power making ideal for shielding up bases and stations against radiation now i have a 2nd question which is best:
1.full shielding at vessel
OR
2.multiple 4+ active shield modules that uses EC to deflect radiation assuming there is no shielding (0%) and a constant supply of EC
at protecting ship from extrernal radiation and which method is best (1or2) for internal radiation (nuclear reactors) assuming all reactors are shielded as much as possible
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i know this mod works with 1.12.2 but the submarine computer is not working fine also there flexing in most of the ships built even with autostructing activated
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i have 2 questions!
1.whats the fastest way to generate shielding in the vessel?
2.i need some documentation and wiki about other modules: like TV that relieves stress and RDU (radiation detoxication unit) and how they work in addition to other life support wikis
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it works for 1.12.2 but unfortently older versions were better (since they contain more wheels and anti-grav repulsors)but it still a good mod
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21 hours ago, linuxgurugamer said:
I assume you installed this by hand, because this is a stand-alone version of the WarpPlugin from Interstellar, which you also have installed. From the log file:
Load(Assembly): WarpDrive/Plugins/WarpDrive (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\WarpDrive\Plugins\WarpDrive.dll (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Load(Assembly): WarpPlugin/Plugins/Interstellar (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\WarpPlugin\Plugins\Interstellar.dll (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
CKAN would have prevented you from installing both of them.
I have no idea what would happen with both of them, I'm going to guess that the Interstellar is interfering with this.
so you say that is is incompatible with warpplugin? and since show what happened to the normal warp drive that interstellar extended mod used to include? and how to i get this warp drive (interstellar) since i prefer it over usi one because i love more complexity
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@linuxgurugamerWhen i click the warp drive button panel it does nothing, just sits there
depencies installed:
-Click Through Blocker versions: 0.1.10.17
-ToolbarController versions:0.1.9.6
this time nothing shows up on module manager patcher
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On 11/7/2021 at 10:55 PM, ColdJ said:
Hi. Did you read the post directly above yours?
yes i did but there were reports like opt planes where hangar wasn't working fine
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please update for 1.12.2
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what does the opt kiosk do in kerbalism? i saw it at reilability module on editor
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9 hours ago, garwel said:
Kerbal Health 1.5.6
- Compiled for KSP 1.12.2
- Changed: Updated SSPX config
- Fixed: Factor multipliers (e.g. artificial gravity effects) weren't saved and therefore didn't apply if the vessel wasn't loaded
- Fixed: Error in KSP 1.12.2 when another mod (such as Ship Manifest) uses CLSInterfaces.dll
- Fixed: Some edge cases for loaded but packed vessels (hopefully)
- A bit of optimization of the health update loop
thanks man!
however the pages issue (wrong page number on health window) is still persistent and the new spacestation parts patches are still missing
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is this still being developed? or at least work flawlessly with 1.12.2? or i am force to pay 15 euros to take2interactive(squad)?
[1.5 - 1.10] Kerbalism 3.11
in KSP1 Mod Releases
Posted · Edited by tonimark
the github section , one year without updates also no replies for current issues on github more than 3 mounths old, i am wandering is this life support mod dead?
should someone else adopt it and we pick up alternatives?