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New Horizons

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Everything posted by New Horizons

  1. Ok, that was not self explanatory. I will post a picture, when ready. http://www.directupload.net/file/d/4434/tanjgrhi_jpg.htm (sorry, uploaded a picture first time here.) Now wonder I get a hard time playing. http://www.directupload.net/file/d/4434/ule79d2p_jpg.htm
  2. I can not see any buttons on that GUI. Where is "Mod-End" and such?
  3. What do you think about allowing high scrubber/recycling levels by engineers only? This would give those perfections a more prominent role.
  4. Thank you ShotgunNinja, the latest version fixed the perpetual messages for consumables with realism config. Did you consider allowing more than one input/output ressources - again maybe? This would give a greate degree of freedom for any sort of converter/scrubber and complex ISRU. While playing in Sandbox mode scrubbers seem to be very powerfull. Is there a command to define efficiency directly in Recycler or Scrubber modules?
  5. This GUI appears after every scene change. This is annoying. How can I deactivate it?
  6. As many of you know, Deimos and Phobos shrink in this mod alot. Reading in the docs if Sigma told, that we might have an error in the settings.cfg @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Phobos]] { @PlanetDimensions[2] = 0 //makes no sense, there is now atmosphere on that body @PlanetDimensions[0] = 1 //This lets dimenions untouched. } } But unfortunately this does not help with the issue of vanishing ships around those moons. For now one should not let ships there and go to Space Center. I believe that this is due to a tiny SOI - maybe inflating it artificially might help. Sigma Dimension provides this: CustomSoISize .
  7. Thank you ShotgunNinja, the latest build fixed the perpetual messages for consumables with realism config. Did you consider allowing more than one input/output ressources - again maybe? This would give a greate degree of freedom for any sort of converter/scrubber and complex ISRU.
  8. Hallo, with this topic I which to get a little help for improving my modding skills. With the stock module "ModuleResourceConverter" one can build interesting converters - stock fuel cells work this way. My question here is: Does a command exist to activate the ressource converter in the VAB/SPH already? MODULE { name = ModuleResourceConverter ConverterName = Oxy Filter StartActionName = Start StopActionName = Stop ... }
  9. It would be interesting to find out how it [stock converter] is considered for background emulations from Kerbalism - seems working on a first glance. To my prior question: Can anyone confirm that the resource calculation in flight for food, water and filtration material is broken for realism config? In VAB calculations are normal, same for default config. If I add the numbers for intervall and ratio from the default profil, it works fine. But even deviating from rate or intervall a little breaks it again. default profile test 1 test 2 realsim profile rate 2,5 1 1 1 interval 5400 5400 10800 21600 h 1,5 1,5 3 6 food/h 1,666666667 0,666666667 0,333333333 0,166666667 ok ok defect defect defect means: "perpetual" is shown in flight.
  10. As far as I can tell the Squad converter does not show up in VAB - same for stock fuel cell. It would be interesting to find out how it is considered for background emulations. Can anyone confirm that the resource calculation in flight for food, water and filtration material is broken for realism config? In VAB calculations are normal, same for default config.
  11. Thanks alot again. Another little question. When using the stock converter module - is there a way to show the actions in VAB. With this I want to circumvent the limitation to only one pair of recources in Kerbalism converters. Even with that filter matarial you can not have two output rescources. *Just fantasy values in here* MODULE { name = ModuleResourceConverter ConverterName = Water Filter M StartActionName = Start W StopActionName = Stop W FillAmount = 0.95 AutoShutdown = true GeneratesHeat = true TemperatureModifier = 150 UseSpecializationBonus = false DefaultShutoffTemp = 0.5 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.010 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.035 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.02 DumpExcess = true } }
  12. Thank you. I expected this. But with removing @Kerbalism:FOR[EnableScrubber] {} you lose all life support features - no water is used up and so on. Maybe the term "EnableScrubber" is missleading here.
  13. How can I comment out features in a profile? After commenting out this //@Kerbalism:FOR[EnableScrubber] {} I still get Scrubbers on capsules.
  14. Wow, frequency of release is very fast with this mod. Can someone please tell me, whether something is planned with CO2. Somehow it should be toxic above a treshhold - forcing players to use scrubbers.
  15. Can someone please help me to understand the new variable "ManufacturingQuality" in System.cfg. What parts does it affect?
  16. Does anyone knows, how CO2 affects Kerbals in the long run? What happens, if it is not scrubbed off the air? Shouldn't a toxic treshold increase realism to a funny and masochistic level?
  17. Hi sDaZe, how get you around with Sigma Dimension not rated for KSP 1.1.3 yet? Does it work for you without errors?
  18. Hi, I just noticed that contracts don't work in background simulation. Especially in Gemini-Missions you have to wait till the test time ends - or just cheat and render that mission completed after splash down.
  19. I am using these contracts along with RSS, RO and RP-0. It seems, that your historic missions appear pretty seldom. Is there a way to force their appearence in KSP? Now I am waiting for Gemini-4, but nothing happens.
  20. Hello, can anyone confirm this mod working with KSP 1.1.3? I get error messeges in combination with RSS for Configs/General/removeDuplicates.cfg.
  21. Thank you. Now I have to find out, why Sigma Dimensions throws errors on start up. It seems to be outdated.
  22. Hey pap1723, in GameData\HalfRSS\Planets\Earth\ you have a nother folder named Gamedata. This is not intended, I guess. Nice mod so far :-)
  23. Now I am building planes. But even with a completely symmetric one and all three wheels without steering capability it turns to the left on the runway. Is there a problem with phantom forces or a overestimated radial acceleration from planets rotation?
  24. My probe used a little chute from sounding rockets pack. They are ok enough, but not well balanced of course, But my 0.57 downscaled RSS is special in many ways. I will try out Real Chutes, too.
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