

lordcirth
Members-
Posts
501 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by lordcirth
-
That's not a bug. It may result in an incompatibility with RO, but Kerbalism was never designed to work with RO. The scrubber works by taking WasteAtmosphere, ie air that has been breathed already, and extracting the CO2. The CO2 does not go back into the air, it gets stored in tanks, or if you don't have any room, dumped overboard. Your "fix" may make it work with RO, but you are granting yourself free oxygen... RO is designed to use TAC-LS, by the way.
-
https://github.com/ShotgunNinja/Kerbalism/issues/162#issuecomment-338810899 Only one I know of.
-
Yeah, for mid-term missions, having one "storm shelter" with max shielding and the rest with less is very common. You can move everyone into it and disable the rest. Also, 4% radiation is fine - it gets reset as soon as you recover them, so there's no harm in that. I usually don't use any shielding for Mun landings. Even if a storm hits you'll get maybe 50%.
-
The planner will predict your survival time under different conditions. Full shielding on all habitats reduces radiation by 95%. This will show as "20mm Pb".
-
In flight, you can click on the Kerbalism icon, select the ship, click on the crew, and hover over the brain symbol. That will show you stress buildup %, but not time. Stress is basically just a thing that fills up, just like radiation. So switching to an identical vessel would make no difference; switching to a different vessel would change stress to the new rate. Probably a mod conflict. Look in KSP.log for errors and post your modlist, please.
-
That's the conflict with SimpleBoiloff.dll from CryoTanks that I had. Move that .dll outside Gamedata; tanks will no longer consume EC or have boiloff, but everything else will work.
-
Can you please post the list of mods you are running, and check your logs for errors? Often there are NullRef errors being spammed when background processing bugs happen. Also, what KSP version? Kerbalism does not officially support 1.3.1 but it works for most people.
-
Yeah, so there's supposed to be a Kerbalism part category, but 1.3.1 broke that; the patch just stuffs it all in Utility. I don't remember for sure, but I don't think Kerbalism lets you hibernate probes. I haven't really needed it; you either make a short mission with a fuel cell or a long one with solar + batteries. Probes only use a lot of EC when transmitting, and you couldn't do that while hibernating anyway. It's only with manned missions that I've had serious problems getting enough EC.
-
There's a small supply tank which can be switched to provide hydrogen, oxygen and others one tier before. If you're playing in 1.3.1, you need this small patch to make Kerbalism parts show up in the VAB: https://github.com/ShotgunNinja/Kerbalism/issues/162#issuecomment-338810899 That will probably fix most of your issues. Kerbalism has not been officially released for 1.3.1; Shotgunninja seems to be away. While you can do a manned Mun landing with Kerbalism in 30 parts, it's going to be harder. I waited for the upgrade, personally. As for difficulty, well it's a life support mod so it's intended to make things more challenging. If there's something in particular you're still having trouble with after patching, post here again and we'll try to help.
-
Do you have more Kerbals this time? Or maybe you ran low on EC? Otherwise it might be a bug, not sure.
-
You need one or more scrubbers running to remove CO2 from the air, just like real life. Normally crewed pods come with them by default, so it's odd that you're having this problem. In the VAB you can rightclick on the pod and choose Configure ECLSS to choose what's there. Always use the Kerbalism planner in the VAB to make sure your life support is adequate. In flight you should see a toggle for the scrubber.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
If I remember correctly, FAR embeds a simplified version of RealChute.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
You can edit the MTBF of parts in Profiles/Default.cfg. But I don't see a global scale value at a quick glance.
-
All parts that can fail have a Mean Time Between Failures (MTBF) listed in their info. Many have 7 years. Currently it doesn't count launch / in use time as extra. I've got an issue open about this but ShotgunNinja is away/busy: https://github.com/ShotgunNinja/Kerbalism/issues/123
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
I like a small T-tail and dihedral delta wingtips (dihedral = turned up) . Dihedral acts as both vertical stabilizer and roll stability.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Kerbalism allows you to transfer data; right click on the pod you want it to go to. As for the lab resetting everything, you need an EVA at the moment.
-
You mean set both slots to the same process? I don't think Kerbalism allows that, same with ECLSS. Out of curiosity, what one process do you want?
-
Correct. Minmus doesn't have any atmosphere, or anything besides Ore. Mun does have Water, at least. By the way, the bodies' resources are configured in GameData/Kerbalism/System/Resources.cfg . Just like real life, ISRU is neat but not simple. It's better for long missions - Duna especially has everything you need to create LF+O. Instead of a Minmus mining base, what I'd recommend is a refueling stop in LKO that you refill with SSTOs or at least cost-optimized rockets. Routine Mission Manager may be useful for this.
-
Kerbalism doesn't let you magically turn ore into fuel directly; it's a chemical process. By the way, liquid fuel is Methane (CH4) in Kerbalism. For LF: The Sabatier Process will turn CO2 and and Hydrogen into Water and Liquid Fuel. To get the Hydrogen, you can mine Water and split it with Water Electrolysis. CO2 you can get from breathing, from a Waste Incinerator if you aren't using a greenhouse, or by extracting it from the atmosphere using the Spectro-fluid variometer on the right worlds. For Oxidizer: The Anthraquinone Process can turn Hydrogen and Oxygen, such as from Water Electrolysis, into Oxidizer, which is Hydrogen Peroxide (H2O2). Notice that the convert-o-trons have 2 slots for processes; that makes this chain easier to lay out. You may want 2 small ones for 4 processes instead of a bigger one; bigger just makes it go faster.
-
Are you running 1.3.1? That's what happens when you do. There's a patch here: https://github.com/ShotgunNinja/Kerbalism/issues/163#issuecomment-338533058
-
Oh I'm sure there's ways you could do it; but as a player who doesn't generally run betas I haven't encountered any.
-
I've never heard of KSP mods having Linux-specific problems; if KSP runs it runs. Definitely do a clean install.
-
Ok, read KSP.log and see if you are getting nullrefs; most background processing bugs do.
-
What version is that? The latest Kerbalism version is compiled for 1.3.0.
-
There's a fix: https://github.com/ShotgunNinja/Kerbalism/issues/163#issuecomment-338813010