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Found 8 results

  1. I've been playing with Kerbalism for a while and I can officially say it's my favorite Life Support mod. With the unconfusing layout, once you get the hang of it, you can easily make your missions feel so much more lifelike. But I recently got inspired to make one of my own after an unfortunate Mars mission. After my Mars lander exploded into about a million tiny little pieces, Artemis Kerman waited above in the Orbital module. As she was alone, she was consuming less than three kerbals would, so that was alright. The big issue, though, is that I had failed to bring extra Nitrogen and th
  2. After deciding to get rid of my last 3 mission report threads I then decided to make a new one! Why do I do this to myself? But this time using Kerbalism! Why do I do this to myself? Kerbal Aerospace Rules: No reverting Quicksaves and quickloads are allowed Full difficulty Kerbalism Career mode Normal mode settings Mod list: Flag: Goals: Not change the mod list (a big problem of mine that leads to major bugs) Land on every planet and moon. Have bases on every planet and moon. Try not to kill the Kerbals.
  3. There were plenty of discussions about life support on this forum already. From my understanding, community is currently divided in two major groups. First one argues, that life-support will be a cool mechanics to add into the game, and another argues, that it's not necessary. The major disagreement between these two groups lies in will life support be too complex to have. But the thing is - complexity of life support is almost entirely depended on the way of implementation. There might be countless amounts of parts and resources, required to keep Kerbals alive, which truly might be too comple
  4. This is a branching off of Yongedevil's Ioncross Crew Support Plugin which he previously reported he was unable to continue working on. With the loss of the original download on Spaceport, I'm branching it off for the purpose of maintaining it and fixing bugs in it. Current bugs fixed in this version are the CO2 scrubbers, which should now stay activated if you left them activated. They should no longer revert to a deactivated state. Future changes are planned to the CO2 scrubbers. A real CO2 scrubber completely eliminates CO2 buildup until it reaches saturation, at which point it ce
  5. This is a Kerbalism profile to allow it and TAC-Life Support to work together. This removes kerbalism processes of food,water,oxygen consumption and co2 and waste production in favor of TAC. It leaves most kerbalsim systems intact. License:Unlicense Download Link: Spacedock Source: none as its only 2 .cfg files Install instructions. 1.extract 2.copy over kerbalsim install. 3. optional. includes a modified profile for those that dont use MKS. If you dont use mks then install that profile.
  6. Hi @SQUAD, When 1.4 is released, I wonder if it is possible to add in a module resource generator that is based on a per kerbal pressence. Currently the resource converter and harvester module will operate regardless of a kerbal being present and require being started. Kerbals then adjust the rate based on trait and skill level. What I would like to see added is ModuleKerbalResourceGenerator that a generates a resource determined by cfg based on a kerbal present (or two with two kerbals or more) (with or without other resource inputs), with an option of it being 'always on' rath
  7. Currently several lifesupport mods exist which is great. The user can choose by himself/herself whatever lifesupport mod most coïncides with his/her wishes. What is not so great is that every LS mod uses it's own resources. Take Food. In another mod it's called KolonySupplies, in a third N.O.M.S. My request to all LFS developers is to standardise resource names so parts of different mods can become interchangable.
  8. Has anyone ever done a mission around the kerbin system using TAC, remote tech, Dangit and the parts available from Vens' stock revamp? I'm trying to think of spacecraft designs that would work and if anyone has already done so, could you be so kind as to share how you did it? Even missions to any other planet like Laythe, or Eeloo would be great. I'm also planning on using the parts from nuclear propulsion pulse rockets mod (Orion and Medusa) but haven't gotten around to using them yet. Here is a pic of my Interplanetary craft that I am currently using to push crew and cargo
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