tarkhil
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KSP2 Release Notes
Everything posted by tarkhil
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Do I need to shield ALL components to protect ANY? I'm using modded engines, yes. Disabling engines radiations - ok, will do next time.
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What should I do to make interplanetery manned missions possible? With 100% shielding and radiation shield, my greenhouse does not work and my crew dies. Yes, I have a nuclear engine - are low-tech chemical ones the only option? Or am I missing something essential?
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[WIP][1.4 /1.4.1] Kerbalow Aerospace Inflatables / Expandables
tarkhil replied to bcink's topic in KSP1 Mod Development
What about Kerbalism compatibility?- 19 replies
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Can you please give me a link?
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As far as I've found, IR does not work with Kerbal Joint Reinforcement; does in mean that IR provides stronger joints by itself or I'll have to live with jogging rockets?
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Is it possible to reset materials bay and mystery goo from laboratory as it was without Kerbalism? EVA each time is kind of boring.
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That's bad. Can the default behavior be restored? EVA on each reset is a bit boring..
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How can I reset Goo and Materials Bay with Kerbalism? I have two kerbals in mobile science lab, one of them is a level 2 scientist, but "Reset experiments" do not exist in menu
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Ok, so Kerbalism will go next time Maneuvering EVA on each landing and high/low in space is a bit boring
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I've checked; without Kerbalism, I can transfer science (for instance, to return it home) and I can reset experiments from lab. Right now I'm starting my Duna campaign; robots first, of course, but in a day or two I'll have to decide if I'm processing with Kerbalism or without. I'd like to restore default behavior for science transfer and experiment resetting, it feels quite reasonable for me.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
tarkhil replied to Nertea's topic in KSP1 Mod Releases
I don't understand, on what weight LH/nuclear engines becomes weight-effective? For something like 15-20 tons craft, LF/LOx seems to have more DeltaV (in vacuum)... -
Without Kerbalism, I can transfer experiment from SC-9001 to Mobile Lab and then perform clean experiments, so SC-9001 is clear again, and data stored for return. Putting a scientist out of ship every time is boring, I strongly prefer this behavior; also, I'd like to select where to transfer science data (lander -> station -> interplanetary craft -> Kerbin orbital station -> Kerbin )
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Sure. I've crashed my craft yesterday (just did not look at orbit elements in time), so I has to restore older save. Maybe right now, with coffee after dinner
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Wooops! I'll check if it's true.
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yes, in mobile lab menu there is no more option "reset experiment". And I cannot move science to different vessel to return it to Kerbin. Right now I've restarted my game without Kerbalism
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Ok, but why can't I reset experiments?
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Looks like Kerbalism breaks science transfer by ShipManifest. Is it a bug or a feature?
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Getting easier time on my job, I've returned to my KSP problem. Right now CKAN shows Ship Mainfest as incompatible with current (1.3.1). Clean install, not even MechJeb or Alarm Clock. I18N off. Installed Module Manager, AVC and toolbar from KSP; Ship Mainfest from github. Ok, I can move science from Materials Bay. I've reinstalled modules one by one, and everything works. Looks like I18N was the cause... UPD. It's Kerbalism. I've checked it.
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On latest KSP (rus), Ship Manifest does not show up any science. Installed modules are [x] Science! (xScience v5.9) AutoAsparagus (AutoAsparagus v.2.2.6) CapCom - Mission Control On The Go (CapCom 2.7) Community Resource Pack (CommunityResourcePack 0.7.1.0) Contract Configurator (ContractConfigurator 1.23.2) Contract Pack: Bases and Stations (ContractConfigurator-KerbinSpaceStation 1:6.7.0.0) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1) Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.7) Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.1.3) Contract Parser (ContractParser 7.0) Contracts Window + (ContractsWindowPlus 8.1) Crowd Sourced Science (CrowdSourcedScience v4.1) Custom Barn Kit (CustomBarnKit 1.1.13.0) Danger Alerts Continued (DangerAlertsContinued 1.4.0) DMagic Orbital Science (DMagicOrbitalScience 1.3.10) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.7.0) Kerbal Alarm Clock (KerbalAlarmClock v3.8.5.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.3.0) Kerbalism (Kerbalism 1.2.9) Launch Numbering (LaunchNumbering 0.4.0) MechJeb 2 (MechJeb2 2.6.1.0) MechJeb and Engineer for all! (MechJebForAll 1.2.0.0) Module Manager (ModuleManager 2.8.1) Progress Parser (ProgressParser 8.0) RemoteTech (RemoteTech v1.8.7) Ship Manifest (ShipManifest 5.2.0.0) SmartStage (SmartStage 1:2.9.8) Strategia (Strategia 1.6.0) Toolbar (Toolbar 1.7.14) TriggerAu Flags (TriggerAu-Flags v2.9.2.0) Universal Storage (UniversalStorage 1.3.0.0) Is there any way to find out the cause except turning modules off one by one?
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Hello KSP 1.3.0.1804 Windows x64 ru. Some mods. Okay, Dock Alignment shows Cyrillic as garbage, I can rename ports anyway; but I cannot transfer science from library and mystery goo containers. Ship Manifest does not show it at all, science module does not show option to clear research at all. I'm going to investigate it turning mods off one by one, but first I want to turn off i18n. How can I do it? Alex UPD. Modules installed: [x] Science! (xScience v5.9) AutoAsparagus (AutoAsparagus v.2.2.6) CapCom - Mission Control On The Go (CapCom 2.7) Community Resource Pack (CommunityResourcePack 0.7.1.0) Contract Configurator (ContractConfigurator 1.23.2) Contract Pack: Bases and Stations (ContractConfigurator-KerbinSpaceStation 1:6.7.0.0) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1) Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.7) Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.1.3) Contract Parser (ContractParser 7.0) Contracts Window + (ContractsWindowPlus 8.1) Crowd Sourced Science (CrowdSourcedScience v4.1) Custom Barn Kit (CustomBarnKit 1.1.13.0) Danger Alerts Continued (DangerAlertsContinued 1.4.0) DMagic Orbital Science (DMagicOrbitalScience 1.3.10) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.7.0) Kerbal Alarm Clock (KerbalAlarmClock v3.8.5.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.3.0) Kerbalism (Kerbalism 1.2.9) Launch Numbering (LaunchNumbering 0.4.0) MechJeb 2 (MechJeb2 2.6.1.0) MechJeb and Engineer for all! (MechJebForAll 1.2.0.0) Module Manager (ModuleManager 2.8.1) Progress Parser (ProgressParser 8.0) RemoteTech (RemoteTech v1.8.7) Ship Manifest (ShipManifest 5.2.0.0) SmartStage (SmartStage 1:2.9.8) Strategia (Strategia 1.6.0) Toolbar (Toolbar 1.7.14) TriggerAu Flags (TriggerAu-Flags v2.9.2.0) Universal Storage (UniversalStorage 1.3.0.0)
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Is Mk1 cockpit useless for shuttles?
tarkhil replied to tarkhil's topic in KSP1 Gameplay Questions and Tutorials
Thanks a lot! I've managed to return shuttle safely. -
Is Mk1 cockpit useless for shuttles?
tarkhil posted a topic in KSP1 Gameplay Questions and Tutorials
Hello I've tried several times to do a re-entry with a Slim Shuttle from stock ships (with some modifications not affecting re-entry). Each time Mk1 overheats and expoldes. Is it an intended feature, unitnended bug, or silly me unable to do right profile? -
Kerbal Space Program patch 1.1.2 is now live!
tarkhil commented on KasperVld's article in Developer Articles
1.1.2 is pretty unstable, yes -
Sure.