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Kosach-

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Everything posted by Kosach-

  1. Yes, it is there because if your warp drive or something would use EC, then it could deprive your lights, SAS and everything else wich uses EC. I wish, there could be power control as part of game mechanics, but as i understand, it's because of KSP itself we have to deal with this workaround.
  2. Oh, that's quite a shame. Indeed, it was strange, but it also looked cooler, provided some challenge in terms of designing a craft with it and it wasn't another boring cylinder - hell, everything is cylindrical in this game. I agree, that sometimes it's rather annoying, but now with modular ISRUs it's not the case. What would make sence to me is to have that inconveniently shaped model for the all-in-one refinery (the best functionally, the worst in shape), and current all-in-one's model as large processor. Not that it's current model is that bad on it's own, but next to other Interstellar's stuff it looks ridicilous. Or not, what do i know. After all, i think, i can swap a couple of models myself.
  3. All-in-one refinery is still there and old asymetrical refinery is removed? Is that right, or i shouldn't instal Interstellar via CKAN? And by the way, did the old refinery consume megajoules, while the new ones are fine with EC?
  4. Actually i wasn't really happy with KSP for a long time, and right now it's my first attemt for a havily modded career since 0.23, i think. There's a lot of stuff I haven't tested yet. Anyway, Kebalism nicely supports Deep Freeze, wich is a must have if you are traveling to another star sysem without a warp drive. Othervise, i can't see, how do you store enough supplies for 50/100 years, and even if you can, kerbals will go mad after 10 years tops.
  5. Despite the fact, that mod is the best life support possible, there are a few issues for me. The first thing is that i don't know, how to make generators from KSP Interstellar being processed by the mod. When im switched to the vessel, Kerbalism says "battery - perpetual". But when i switch to something else, generation stops and a timer starts ticking and the ship runs out of power in about an hour. Not a big deal, a few solar panels could fix it... unless you are in deep space traveling to another star, or 10 AU from Kerbol maintaining a telescope. Intertellar is full of such issues so it would be nice to rely on its power and i'm sure, integrating it with kerbalism should be like a few lines of module manager config. An issue with balance is clearly seen right after you start career mode: the basic module, wich i can't imagine spending three days in, has about 220 days "stress" timer. I saw the config where it's possible to adjust effects of having contact with ksc or hitchhiker container, but i didn't find the way to decrease the general time in a cramped module. I think, in most command modules time should be much-much smaller (from week to month with full crew) because only hitchhiker is supposed for living instead of piloting. So yea, how do i decrease their stress times? UPD: Alright, i found the folder with profiles, i can get away with increasing degeneration and increasing bonuses from cupola, hitchhiker and call home. What would be even better if i could edit how much "cramped" status increases degeneration. What im trying to say with my suspicious english is that when your space is less then ideal, your degeneration increases, and i need to increase it even more for cramped enviorments, without touching ideal situation.
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