

lordcirth
Members-
Posts
501 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by lordcirth
-
Ammonia is simplified from ammonium nitrate. The Greenhouse also consumes Waste, which is where the carbon comes from.
-
This is correct. While the greenhouse has 0 crew capacity in terms of stationing them there, it has significant living volume, a nice bonus. This also means that shielding it is important for the crew, as well as to speed plant growth. Unfortunately full shielding is several tons. The author, ShotgunNinja, is currently absent. There is a small patch that makes it work in 1.3.1:
-
I don't think so.
-
Not quite. As the data transmits you get the Science bit by bit. Once transmission is finished you should have all the Science. It's probably a buggy interaction with Remotetech. Just wondering, why bother using Remotetech when Kerbalism has a similar system built in?
-
If you look at the Data tab of the Kerbalism widget, does it show the data going down, ie transmitting?
-
Kerbalism normally 'gifts' the capsules with full life support when you first come within physics range, giving you 5 days I think. When you get there, is there no life support resource capacity, or is it empty? Also, is there any errors in KSP.log?
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
No, it doesn't.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Critical failures, which are less common than normal failures (25% ?) cannot be fixed. That's why you need redundant life support. Hopefully you can do without a treadmill.
-
I wonder if it's an interaction with the terrain loading system. KSP loads different levels of detail at different altitudes; perhaps it's loading higher detail in orbit with Sigma? But you said it also does it at the surface, so maybe not. Here's one thing to test - if you have Sigma installed but leave scale at 1, or shrink to 0.5, what framerate do you get?
-
I'm still on 1.3.0 myself but others say it works. The post says anywhere in GameData, though under Kerbalism/ probably makes sense.
-
Are you using any modded crew cabins/pods, particularly ones that change volume like inflatables? Someone else here had that happen.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
The CoL icon is not used by FAR; aero isn't that simple. As for the derivatives window, if you see red, hover over it and read what it says. For example, Mw being green is the equivalent of "CoL behind CoM". If I recall correctly, it says something like "change in pitch with regard to pitch", or something like that, ie, does pitching up make you pitch up more.- 14,073 replies
-
- 1
-
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Pretty sure the MODULE declaration has to be within the braces { } of the PART declaration.
-
Just looking with a quick grep, the part is defined in ./Parts/GravityRing/GravityRing.cfg, and I think all you need is this: MODULE { name = GravityRing ec_rate = 2.5 deploy = open rotate = rotate } This code seems to be what checks for it. https://github.com/ShotgunNinja/Kerbalism/blob/master/src/Modules/Comfort.cs#L66
-
No, Kerbalism and MKS are not directly compatible, they have conflicting life support systems. However one could take MKS part models and write Kerbalism configs for some of them.
-
High Quality isn't redundant. The best way to do long-term ECLSS is to have pairs of components in different cabins. High Quality is trying to make a machine within the same space constraints that is far more reliable - thus slightly more mass and way more cost. Since long term missions need living space anyway, go redundant. Yes, that's normal. Kerbalism is made for stock-balanced fun and some realism, not brutal difficulty. You can disable the habitat to force them to put their helmets on, though that won't buy much time, since iirc suits have non-regenerative scrubbers now.
-
Yes, Kerbalism is supposed to fix that. What errors do you get? What MM version?
-
How did you have "perpetual" oxygen with a Kerbal? Greenhouses? Raising part quality is expensive because things break, and making things that don't break is hard. High Quality should only be used when redundancy isn't a good option. Have 2 of each ECLSS part you have, each with enough capacity for everything. Then the first failure would have been merely a warning.
-
Very cool! Could you integrate my and others' PR's against the main repo, if you are forking? https://github.com/ShotgunNinja/Kerbalism/pulls There's lots of good stuff there that's been sitting there for a while.
-
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
lordcirth replied to Probus's topic in KSP1 Mod Releases
It would probably be quicker if you didn't ask to ask first.- 1,028 replies
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
Please post a picture of this rocket, and a picture in VAB with the FAR derivatives window. And / or the craft file, if there aren't lots of mods needed.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
One could fork the repo and change it. It shouldn't be an insurmountable problem. There are other issues & pull requests left hanging on Github during ShotgunNinja's absence that I personally would want to see fixed first.
-
I don't think Kerbalism has direct support for consuming a resource as shielding. Shotgunninja did say that he intended to rework the engine radiation mechanics so craft design mattered, and until then he might turn off the emission. Personally I'd just turn down the emission to 1/5 or 1/10th of now.
-
It's defined in GameData/Kerbalism/Profiles/Default.cfg, starting at line 906. Not sure what the cleanest way to disable it is.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
As others mentioned, I usually turn the mass of my wings down to save delta-v; this also results in your plane being much more fragile. I think you can also tune the failure limit in settings.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with: