John Nowak

  • Content Count

  • Joined

  • Last visited

Community Reputation

31 Excellent

About John Nowak

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. That would be great, although I'd suggest keeping the air if the part has "airlock" in the name. This would give those parts a bit more appeal. I've been watching Raiz Space YouTube playthrough with Kerbalism, and it's a terrific blindtest document. He missed the CRP requirement in the first episode. He also wanted a purge environment feature to deal with CO2 contamination.
  2. John Nowak

    [1.6.x] Mark One Laboratory Extensions (M.O.L.E.)

    Good news! The Fulcrum is a personal favorite of mine, and not flying it makes me sad.
  3. That's a good question. The thing is, if this were my first time with Kerbalism, it might not have happened, because I would have been more careful. CRP is right in the first page under dependencies. I have no excuse and throw myself on the mercy of RTFM. I think part of what confused me is the way Kerbalism failed. I was really wondering if it was working in some different way; it's not like it said "No oxygen everyone dies LOL" right off the bat. The failure wasn't obvious.
  4. And ... I did not. Thanks! The CRP still has Game Version 1.3.1 on Spacedock, so I didn't think of that. My bad!
  5. I'm seeing a problem similar to the one reported by Sturn on the last page: KSP 1.6.0, most recent version of Kerbalism, and I'm not seeing any resources applied to my capsules; no oxygen, food, or water. The science mods seem to work, however. I've used Kerbalism in earlier releases, and I've looked at the FAQ; I wonder if there might be a conflict between Kerbalism and WildBlue, or if there is some sort of toggle that's now defaulted to off that used to be on. Thanks!
  6. Well, 1/8. Volume is cubed; surface area is squared.
  7. I hope you won't misconstrue this, but I'm curious to know what happened and would appreciate it. Thanks either way!
  8. Many thanks for stepping in with the update, jrbudda, and of course to cybutek for maintaining what I consider an essential mod.
  9. John Nowak

    [1.3.0] Kerbalism v1.2.9

    I've run into this, too, but I'm not sure if this issues ever been addressed.
  10. John Nowak

    [1.3.0] Kerbalism v1.2.9

    I seem to recall that earlier versions of Kerbalism used a generic comfort modifier. But I agree that the volume increase does much the same thing. As I have added a chemical plant to the station, the crew is slowly adding Shielding.
  11. John Nowak

    [1.3.0] Kerbalism v1.2.9

    Thanks very much! I gave this a whirl by adding a section to Kerbalism's Habitat.cfg. I haven't tested it fully to confirm that the stress of the kerbals is going up, but I can confirm that they don't instantly explode into flames or anything. On a related note, I understand that ISS astronauts have mentioned that their lettuce garden is a lot of fun, and I wonder if having one on a station might reduce stress. How would you suggest I go about that? Thanks again! @PART[Tantares_Crew_1]:NEEDS[FeatureHabitat]:AFTER[Kerbalism] { @MODULE[Habitat] { volume = 1.88 surface = 5.67 } }
  12. John Nowak

    [1.3.0] Kerbalism v1.2.9

    Which especially makes sense given that he Souyz descent module has 42% of the habitable volume of Apollo.
  13. John Nowak

    [1.3.0] Kerbalism v1.2.9

    I've run into something I'd like to do, but I'm not sure how to go about it. My apologies if it's come up before, but if it has, I've missed it. Has anyone tried to make a specific capsule less comfortable? Specifically, I'm using the Tantares Souyz-analog, which can carry three kerbals without helmets. It just seems to me that would be less comfortable than the stock Apollo analog, and I'd like to balance that out a bit by, say, increasing the stress taken by kerbonauts in that capsule by, oh, 50%.
  14. Thanks! However, when you have a mod that steps on two different mods you prefer, well, sometimes it's easier to just drop the one causing a conflict before you discover a third incompatible mod.