Search the Community

Showing results for tags 'lifesupport'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 4 results

  1. sidfu

    Kerbalism TAC profile

    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.
  2. 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' rather than being started through the right click menu in flight. It could then be left to modders to use. I can see lots of modding possibilities utilising - Life Support hooks, colony growth hooks, etc. Thanks and Peace, and thanks for 1.3.1!
  3. 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.
  4. 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 to their destinations, she just had her shakedown mission to Mun, performed a landing mission, and returned her crew back home safely: