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munseeker

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Everything posted by munseeker

  1. My personal ground rules to make it more interesting: Enforced living space, For missions over one week, the total living space has to be 2x the number of Kerbals. For over one month, 4x. This means if 3 Kerbals go to Duna, there better be space for at least 12 Kerbals on that ship. It's the Union rules. :-)
  2. Yep, 0.24.1 definitely introduced a right-click issue. For me it seems it's mostly for uncrewed ships and probes. That's a pretty big issue I'd say and we'll probably get another patch soon.
  3. Are you using the the 64 bit version of 0.24? I'm on a Mac (so 32 bit) with the TAC LS .9 patch 3 release and I've done multiple EVAs in various conditions, all the Kerbals had life support resources.
  4. TAC Test Station - I really only wanted to test TAC LS 0.9 with my greenhouses... Kerbal over-engineering at its best.
  5. Here you go: https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing#gid=0 Taranis has spent quite some time trying to make sense of several papers on the subject. The whole idea is that these numbers are now based on real consumption patterns and real resource volumes/weights. This allows TAC to integrate with several other large mods for very realistic gameplay. ...Or you can just stick a large life support container on your ships and be happy with that. TAC now supports both play styles. :-)
  6. Thanks! Adaptive texturing sounds like a great idea - I will look into how to do that! Modeling is further out - I have a little experience with Maya, but it's very time consuming and I still want to have some time to actually play KSP! :-)
  7. Taranis is currently out for a few days. As far as the numbers are concerned, it's actually pretty complex - there are many sources from real space flights and studies on the ground, and Taranis has done a huge amount of work to combine that into a playable(!) mod for KSP. Here is the Google Doc with the numbers for 0.9 and links to resources: https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing#gid=0 And TAC LS contracts sounds like a fun idea but I guess creating good scenarios and scripting them into the contract system may be a ridiculous amount of work. Could totally be something that other modders can do.
  8. The overflow of waste resources is silently being vented into space. So your Kerbals are not drowning in bad stuff. :-) For short missions this is fine, but if you are planning to use recycling on long-duration missions, then all the lost waste equals lost resources, which has to be replenished.
  9. Have determined through repeated spectacular failures that my new Mun lander designs are too tall. My new No-Quicksave policy made this a very hard lesson to learn. At least I kept Jeb and his crew in an orbiter and had the new landers fly to their doom with probe cores. Jeb is now retuning to the station in Kerbin orbit for some R&R while the engineers make a flatter lander.
  10. What I do to make it more challenging is to bring more Kerbals. :-)
  11. That sounds about right. I personally also think that smaller container volumes would make for a better game challenge. Although it's not unrealistic. Taranis did the math, these are the resources based on the volumes of the containers you see.
  12. Yep, definitely not working anymore on the Mac in .24 - kind of a shame, but always felt pretty dodgy, so maybe it was a useful bug all along.
  13. Hmm... Interesting. I'll see if I can fix this in my part.cfg
  14. This is really up to you - if you don't include waste containers, waste products will be silently vented into space, so if part count is the main concern, just do that. But TAC LS supports different play styles. If you want to recycle resources with the water filters or something like my greenhouses, then you will have to bring containers to store waste products. TAC LS is a pretty complex mod that now also supports real-world units and allows for a deep simulation of a long-duration space flight, but it is still pretty easy to just bring one large life support container and nothing else and be good for typical 30-100 day missions with a bunch of Kerbals.
  15. The MunSeeker greenhouses now support TAC LS 0.9 - see the details here: http://forum.kerbalspaceprogram.com/threads/84246-0-24-MunSeeker-Greenhouses-%28TAC-Life-Support-0-9-add-on%29-Update-July-19-2014 Please note that I've also increased the electricity consumption for the two greenhouses by quite a bit. I want there to be a serious challenge to supply a team of Kerbals off-planet, not just a little solar panel stuck to the side of the base.
  16. The MunSeeker greenhouses now support TAC LS 0.9 pre-releases in KSP 0.24 - please see the OP for details.
  17. Wow - great guess! I didn't notice when I wrote the original message, but you are right, I see the triple-"open/close hatch" options only for craft that I built in .23.5 - I upgraded that save file to .24 and ships (or even components of ships) built in .24 don't have this issue. I have a Mun transporter that was built in .23.5 and the internal docking ports have triple-hatch-options, but the attached Mun lander built in .24 has docking ports that have only the expected single open/close hatch option. EDIT: I also just now upgraded to the latest .24-compiled Kerbal Crew Transfer and that does not change this situation, so I guess this is really CLS-related.
  18. I have one strange phenomenon in 0.24 that I'm still not able to track down to a specific mod, but I suspect it might be CLS: I use it together with Kerbal Crew Transfer and the contextual menu for each docking port shows three entries for "open/close hatch" instead of one. Minor issue, but it makes the menus pretty long. Other than that just want to mention how much I appreciate your work on CLS - that mod helps so much with game immersion. Great work!
  19. This looks great - I really like the design, a nice fresh breath of air for large orbital structures. Perfect for my next attempt at creating a large Duna station.
  20. It sounds like the Kerbals marooned in space will not become "real" until you get into physics range - so I'd expect that the TACLS plugin will not know about them until you get there.
  21. It's actually not a bad idea: Have the food containers use electricity - after all they have to somehow at least provide a stable environment for food storage. Another way to make things a bit harder is to make the recyclers and scrubbers use more electricity and also make them heavier. That's something I did with my greenhouse mods - frankly, they are still too light and I will adjust that with the matching update for TACLS 0.9
  22. I'm tracking the resource changes in 0.9 for my greenhouses in an internal test build and will release that as soon as TACLS 0.9 is officially released. I'm flying with 0.9 and my patched greenhouses every day now and test out scenarios. No Kerbals ran out of food yet. :-)
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