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Notepad

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Posts posted by Notepad

  1. 21 hours ago, lordcirth said:

    As far as I'm aware, you just don't use the mk1 pod with stations. Restock+ has some nice pods that fill in some gaps, by the way.

    I'm using Restock+, and where I'm at in the tech tree, unpressurised pods are all I've got, so "just don't" is not an ideal solution. I can get how I wouldn't be able to transfer between them or what have you, but I was under the assumption that that was already the case and moving kerbals between them via EVA... Given that those pods are currently my only method if transport to and from the station I feel it's reasonable that there needs to be a way to keep them around... Will a docking port attached to a non-pressurised part of the station work?

  2. 47 minutes ago, lordcirth said:

    When you dock the pod, the station would vent Atmosphere to support the unpressurized pod, so the whole station becomes unpressurized. Then, when you undock, the station's Pressure Controls would go full-tilt trying to replace the Atmosphere, consuming a lot of Nitrogen in the process and possibly running out.

    Ok, so back to the original question, how do I stop that from happening? Can I disable crossfeed?

  3. 4 hours ago, lordcirth said:

    That shouldn't happen. Was this the mk1 pod? It is unpressurized, so undocking it should cause the station to start draining nitrogen to repressurize.

    It was. I suppose that would explain it. I guess I was confused because I had pretty much the exact same situation on an earlier station and it didn't occur. So how might I dock & undock that pod without depressurising the rest of the station?

  4. Is there something that needs to be done before undocking two pressurised parts? Do I need to disable crossfeed first? It would seem disconnecting a pod from a station causes the station to depressurise, draining the entire station of nitrogen in a matter of minutes and killing everyone onboard... Which took me completely off guard and I'm a little miffed about it.

  5. Hey! Not that anyone cares but I discovered why my pods kept sinking! I have Kerbal Construction Time, which is disabled in Sandbox and overrides the launch button... I'd remove the shielding in the VAB, and then, when I launched it, I would click the "Fill Tanks and Launch" button, which maxes out every resource, including shielding, and I would be none the wiser.

    So that's that mystery solved.

  6. 17 hours ago, UnanimousCoward said:

    Kerbalism adds "Shielding" to command pods to protect against radiation. I think that's what is making your craft sink. You should be able to reduce/remove it from the right-click menu. 

    If you don't have that option, then something isn't right in your installation. 

    Yeah, that does definitely add on the kilos... Weirdly, upon further testing this only happens in Career mode. In Sandbox the thing floats even loaded down with resources, shielding, and an ablator. Are things heavier in Career?

  7. 17 hours ago, bewing said:

    The thing is, in the stock game, almost everything floats. It's actually extremely difficult to get things to sink. So it sure sounds like something in your kerbalism mod is completely changing the buoyancy behavior of the game. An MK1 pod certainly will float under all circumstances in stock.

    There is a possibility that your game got corrupted, and doing a steam validation on the game may fix it.

    I've reinstalled everything twice at this point. Strangely, when I test in Sandbox, everything is fine, but as soon as I move to Career mode it all goes wrong, as if things are somehow heavier there.

  8. 1 hour ago, The Doodling Astronaut said:

    Tell me what you're craft looks like. I know if parachutes face water it sometimes might cause sinking glitches

    It's the Mk 1, with a parachute on the logical top bit, a thermometer, a barometer, and the mystery goo strapped to the sides. There's rarely a more simple craft out there.

    As has been discovered, I am using the Kerbalism mod, which adds weight to the craft. However the weight that it adds is like 0.85 t instead of 0.8 t, which I feel should not be enough to cause the craft to plummet to the bottom of the ocean. (Also, if it is, then that mod is absolutly unplayable in career and I'm sure someone would've brought it up by now)

    I even scaled up the buoyancy to 1.5 and it changed absolutely nothing

  9. 1 hour ago, theJesuit said:

    I did have a goo, which, as it was running sank.  Not sure if it resolved in for the new Beta.

    I'm still on 1.6 so not using the beta. The removing all the resources from the command pod is a difference of barely a kilo, and there's no way to get rid of the ECLSS, so if that's enough to push it over then how am I supposed to make a craft that floats?

  10. 41 minutes ago, lordcirth said:

    Not directly afaik, but it adds resources and ECLSS parts to the pod, so it's heavier.

    Is there a way to figure out whether something will float in the VAB?

    Or for that matter any way to tell at all?

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