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mivanit

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Posts posted by mivanit

  1. I bought KSP from the store back in 2012 or 2013. I also own an entirely separate copy on steam, but I prefer using the store downloaded version because I don't like having to launch all of steam just to play KSP. I recently got a new computer, and I can no longer find the downloads page on the KSP store, even after logging in. What happened to it? All I can see is the "The KSP Store is currently closed for business. In this page you can find the links for all our official re-sellers." along with links to steam/gog/whatever.

  2. Sorry if this has been answered before, but for the inline hangar, how does the scale of the hangar affect what docking ports can be used? I have a small ship with a bunch of scientific instruments that I want to be able to dock to the hangar itself, but the inline hangar is of size 1.6 or 1.7 so im not sure what docking port to use on the small ship

  3. 7 hours ago, Bottle Rocketeer 500 said:

    No, that is not true. TAC-LS has more realistic LS (oxygen, water, food,etc.). As much as I love it, the antenna feature keeps me from progressing in my save, because Tantares, for example, is incompatible with it. I use TAC-LS and Kerbalism in that save. Kerbalism kills incompatible mods' deployable antennas.

    Yeah, kerbalism does kill a lot of antennas and make them non functional :( i just have a MM patch for the ones i really like

    What does TAC-LS have that kerbalism doesn't though?

  4. nah, I didn't mean the menu was bugged I just meant the Kerbalism one looks/feels nicer to me haha

    Theres a settings.cfg file, as well as a seperate profile config file for LS stuff. The Kerbalism Github Wiki is a good place to start if you want to learn more about it. It definitely does aim for a pretty serious game, but it's nice to have the option for more depth in the game in my opinion. There isn't an in-game menu for configuring the difficulty and features unfortunately :(

    if you need some help writing a config though I'd be glad to help!

  5. 5 hours ago, kerbalfreak said:

    Well, Kerbalism scares me! Will take a look, KPBS even supports it, wich is very good news for me, I really want to stay with KPBS. If a disable some features it can become similar to TAC-LS?

    USI-LS dont update the counter properly, but when I return to the base it makes all the calculations and everything is as it should be. Is usable, but far from ideal.

    Thanks!
     

    Yeah, I use CKAN and it is a dependency. The documentation of TAC-LS says it's not needed anymore... So I tried to remove and TAC-LS stopped working. Will try to use it with USI-LS and see what happens.

    Thanks!

    Kerbalism is basically TAC-LS with a bunch of added stuff, including pressure/temperature control, kerbal sanity/health, part malfunctions, better background simulation, a slightly-more-complex-than-stock signal system (and automation features for it), some science storage tweaks, and space weather/radiation that affects both kerbal health and part malfunctions (plus loads of features that im probably forgetting). Any of those features can be disabled. If you just want to keep the features like food/water/O2/EC consumption, its near identical to TAC-LS in terms of complexity (but is balanced slightly differently). It also offers a nicer status/control panel than any of the other LS mods but thats just my opinion :P 

  6. If youre having problems with background simulation stuff, Kerbalism is the way to go IMO. Default configuration is actually quite a big more complex than TAC-LS, which is itself harder than USI-LS, but there's lots of features you can disable. Fully closed loop is also possible I think but you might need some MM patches to get parts from other packs to work for it.

  7. On 8/6/2017 at 9:31 AM, Kerbal101 said:

    CURRENT VERSION: 2.5

    If anyone of you uses
    (the mind-blowing awesome) Ven's Stock Part Revamp and (equally mind-blowing awesome) USI LS, here is the patch:

    This patch does this:
    - weight and cost of Micro and Small Inflatable HABs are matched (increased) against USI MKS Ranger minihab
    - crew capacities for inflatable modules are zero for inflatable HABs until inflated, requires USI Animation module
    - added approximated habitation time and habitation ability to three inflatable HABs and two crew cabins (1- and 10-man) using USI MKS Ranger minihab, stock crew cabin and (unrelated) Tokamak inflatable habitation module as references. Habitation function requires electricity, exactly like all other USI modules.
    - added ability to act as Workshop for two crew cabins, exactly the same way as USI-LS applies this to stock crew cabin (Hitchhiker).
    - added ability to act as Logistic consumer to HABs, similar to MKS Ranger minihab.

    Patch requires USI LS, USI tools (USI Animation) and Ven's Stock Part Revamp.

     

      Hide contents
    
    
    @PART[MicroInflatableHAB]
    {
        @mass = 1.0
        @cost = 350
        @entryCost = 6000
    
        @CrewCapacity = 0
    
        -MODULE[ModuleAnimateGeneric] {}
    
    	MODULE
    	{
    		name = USIAnimation
    		deployAnimationName = TentInflate
    		inflatable = true
    		CrewCapacity = 1
    	}
    
    	MODULE
    	{
    		name = ModuleLifeSupport
    	}
    
    	MODULE 
    	{
    		name = ModuleHabitation
    		BaseKerbalMonths = 5
    		CrewCapacity = 0
    		BaseHabMultiplier = 0
    		ConverterName = Habitat
    		StartActionName = Start Habitat
    		StopActionName = Stop Habitat		
    		INPUT_RESOURCE
    		{
    			ResourceName = ElectricCharge
    			Ratio = 0.262
    		}
    	}	
    
    	MODULE
    	{
    		name = ModuleWeightDistributableCargo
    	}
    	
    	MODULE
    	{
    		name = USI_InertialDampener
    	}
    	
    	MODULE
    	{
    		name = MKSModule
    		BonusEffect = RepBoost
    		ApplyBonuses = false
    	}	
    
    }
    
    
    
    @PART[SmallInflatableHAB]
    {
        @mass = 2
        @cost = 900
        @entryCost = 10000
    
        @CrewCapacity = 0
        
        -MODULE[ModuleAnimateGeneric] {}
    
    	MODULE
    	{
    		name = USIAnimation
    		deployAnimationName = SmallHabInflate
    		inflatable = true
    		CrewCapacity = 2
    	}
    
    	MODULE
    	{
    		name = ModuleLifeSupport
    	}
    
    	MODULE 
    	{
    		name = ModuleHabitation
    		BaseKerbalMonths = 10
    		CrewCapacity = 0
    		BaseHabMultiplier = 0
    		ConverterName = Habitat
    		StartActionName = Start Habitat
    		StopActionName = Stop Habitat		
    		INPUT_RESOURCE
    		{
    			ResourceName = ElectricCharge
    			Ratio = 0.525
    		}
    	}	
    
    	MODULE
    	{
    		name = ModuleWeightDistributableCargo
    	}
    	
    	MODULE
    	{
    		name = USI_InertialDampener
    	}
    	
    	MODULE
    	{
    		name = MKSModule
    		BonusEffect = RepBoost
    		ApplyBonuses = false
    	}	
    
    
    }
    
    
    @PART[InflatableHAB]
    {
        @CrewCapacity = 0
    
        -MODULE[ModuleAnimateGeneric] {}
    
    	MODULE
    	{
    		name = USIAnimation
    		deployAnimationName = LargeHabInflate
    		inflatable = true
    		CrewCapacity = 10
    	}
    
    	MODULE
    	{
    		name = ModuleLifeSupport
    	}
    
    	MODULE 
    	{
    		name = ModuleHabitation
    		BaseKerbalMonths = 21
    		CrewCapacity = 0
    		BaseHabMultiplier = 0
    		ConverterName = Habitat
    		StartActionName = Start Habitat
    		StopActionName = Stop Habitat		
    		INPUT_RESOURCE
    		{
    			ResourceName = ElectricCharge
    			Ratio = 2.620
    		}
    	}	
    
    	MODULE
    	{
    		name = ModuleWeightDistributableCargo
    	}
    	
    	MODULE
    	{
    		name = USI_InertialDampener
    	}
    	
    	MODULE
    	{
    		name = MKSModule
    		BonusEffect = RepBoost
    		ApplyBonuses = false
    	}
    
    }
    
    
    /// DO NOT CONFUSE, this is not "INFLATABLE" part. Its a 10-crew HARD can, similar to Hitchhiker.
    /// located in Large_Hard_Hab.cfg. Values approximated using LSModule.cfg/crewCabin
    
    @PART[LargeInflatableHAB]
    {
    
    	MODULE
    	{
    		name = ModuleLifeSupport
    	}
    
    	MODULE 
    	{
    		name = ModuleHabitation
    		BaseKerbalMonths = 53
    		CrewCapacity = 10
    		BaseHabMultiplier = 0
    		ConverterName = Habitat
    		StartActionName = Start Habitat
    		StopActionName = Stop Habitat		
    		INPUT_RESOURCE
    		{
    			ResourceName = ElectricCharge
    			Ratio = 1.313
    		}
    	}	
    	
    	MODULE
    	{
    		name = USI_ModuleFieldRepair
    	}	
    }
    
    
    // one-man crew cabin without any controls. NOT a landing can.
    
    @PART[KerbCan]
    {
    	MODULE
    	{
    		name = ModuleLifeSupport
    	}
    
    	MODULE 
    	{
    		name = ModuleHabitation
    		BaseKerbalMonths = 5
    		CrewCapacity = 1
    		BaseHabMultiplier = 0
    		ConverterName = Habitat
    		StartActionName = Start Habitat
    		StopActionName = Stop Habitat		
    		INPUT_RESOURCE
    		{
    			ResourceName = ElectricCharge
    			Ratio = 0.262
    		}
    	}
    
    	MODULE
    	{
    		name = USI_ModuleFieldRepair
    	}
    	
    }
    

     

     

    I would appreciate if @RoverDude  ntegrates them into USI mod :)
    I will link to this post from Stock Revamp too.

    8

    @Kerbal101 sorry for being a total noob, but how do I use the patch?

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