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Everything posted by RoverDude
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Well that's a bit of hyperbole And yes, ship conservation of mass. I throw stuff into the mix, I get the same mass out - I don't bother modeling soil enrichment, filtration systems, etc. - but I do make sure that your ship does not gain or lose mass. Tho moot point since you will not be using life support. Tho I would hope the next time you take such a personal offense to how I make mods, that you have the common courtesy to discuss it in private vs. doing a personal attack/rant on the forums, because that's pretty uncool.
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- totm mar 2024
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You can change the settings - note that if you have MKS it makes some of the defaults a bit more difficult, but these can be tweaked (and based on feedback they can be scaled back a bit if need be). Your best bet is to just set the EVA penalties to 0 for now.
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The tossing out the bin mechanic is gone in favor of just unlocking everything. And yes, you can get a net increase due to conservation of mass (1l of mulch and 0.25l of fertilizer = 1.25l of supplies).
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Yes, NASA would. A lot of the plans out there for interstellar missions involve growing their own food along the way, as well as oxygen extraction, ISRU fuel for the return trip, etc. - you may want to do some research on the topic, it's interesting reading.
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They already auto-scale, no need to add any configs or a slider.
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Ok - better to just let me fix that
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Wait... what part are you trying to fix? Give me more context please
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Be sure to do the repair with an engineer
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You're welcome and glad you're digging it Working on an update even as we speak
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I run all of my mods plus a few others on Win32 no problem Log a github issue. -
Nope, all of these bits are still pretty new
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Close - it's actually a lot better than that. It applies the 25% first then the 50% (they are additive) but 50% is the cap
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No offense taken... but you do realize that ISRU is a real thing, and totally legit near future tech (with some very interesting POC's by NASA already out there). in other words - the concept of having mission success tied to our ability to harvest and utilize in-situ resources, whether it's methane, hydrogen, etc. is not in any way hypothetical or unrealistic. it's part of the planning going into long term missions.
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Probably a bug - need to look at that.
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No. The hab at the vessel level reflects wear and tear (if it's turned off this never goes down). The hab value at the kerbal level shows you how long before that kerbal gets homesick. This counter is affected by the best hab they have been in since they left Kerbin, and the hab of the vessel they are currently in.
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Good point - can you log a github issue and I'll look into it -
It's what tells you what their timer will be set to. Otherwise you'd have no idea how long Kerbals will stay in a given base, since the Kerbal's own timer is going to decrease over time. Best bet is to watch me stream all of this stuff if it's still giving you issues.
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Sorry, does not make sense. The hab value is completely relevant even if wear is turned off if homesickness values are enabled. IT still determines your long term timer. Not relevant, it's not the virtue of being a science lab, but the virtue of me choosing the MPL itself (given it's a large, useless part in sandbox that kinda fits the bill).
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I'm fine with the threshold as-is, especially given the MKS changes and it's expected effect on base size. As always, we'll see how I feel about it after a few playthroughs.
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And that science lab is assumed to be filled with science equipment and recycling gear. I'm sorry, but at this point this is just not up for negotiation.
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Why would it NOT be in the science parts? again - it's a nice heavy part that has absolutely no use in sandbox, and in career is a common part to include in bases. It was a good fit. This was an intentional design decision, and is not changing. Now - you're free to do whatever you wish in your own game.
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Enough with the whole vegan thing. This is two threads now that have had this brought up. It is not adding any value to the conversation. Hab value for the ship represents how long a Kerbal is willing to stay on it, as opposed to a kerbal's individual hab timer. You would be willing to live in a small box for a day or two... but that small box could be used for months by lots of people, each of which would pay it a visit for a day or two.. and eventually, the box will wear out. It is not pointless, and as noted below, it's an anti-exploit bit. For your situation, I launch with the lander empty and work off of the main supply tank, then just transfer in before I land. No, the hitchhiker has lots of comfy space. There are three main levers - habitation time, habitation multipliers, and recyclers. There are three stock parts, one for each of these. The hitchhiker is just a big can with lots of space. The cupola is pretty and works as a multiplier. The lab (which has zero use in sandbox) now has a use - it's a very nice recycler given it's weight. Yup. Your apartment is also made for habitation. It does not mean you have a composter and water purifier in your living room. And we can easily transfer in supplies once you are where you need to go. It was put in as an exploitation prevention measure.
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