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lordcirth
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Everything posted by lordcirth
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The Alkaline Fuel Cell Mini is from SETI probe parts, and I don't think it's linear compared to the stock/Kerbalism one. But it's not as OP as the US one, I think. I've been considering making a config for both of them that makes them Kerbalism-balanced. Maybe I should get on with that.
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Oh, you're doing a chemical energy storage loop? Neat! Can you post pics/info? I suggested that to someone a while ago, but then I found out that the Universal Storage fuel cell I was using was OP compared to Kerbalism's conversion of the stock one.
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That's actually a pretty good idea; though I think if you fast-forward too fast scripts don't trigger fast enough.
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CO2 is set as a 'dump' resource for a scrubber. A scrubber will work even if there's nowhere to put the CO2; it will just be dumped overboard.
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Kerbalism changes the stock lab, so it doesn't have that feature anymore. You can still do it with a scientist EVA, just like in stock. As for moving science, yes you can: right click on the command pod you want to move it to, and hit "Transfer Data Here", and you're done.
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Can't reset them how? With a scientist EVA'ing next to it? That should work; it works for me.
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Testflight was developed for Realism Overhaul, and it makes parts more reliable as you use them. Go use that.
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Well, ShotgunNinja did say that he might turn off nuclear engine radiation emission until he can rework the system for it; so you *could* turn that off yourself... Or you could install Near Future Propulsion and use ion or plasma thrusters! Another way to handle high radiation is to edit the profile and change the shielding efficiency from 0.95 to 0.99; that means that a pod with max shielding will get 1% radiation instead of 5%.
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Yeah it's a pretty key feature; it's also a reason to have many pods, because you have 2 slots per pod and you need a redundant setup of at least 3 components - scrubber, pressure, water recycler.
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In the VAB/SPH, right click on a crew pod and click "Configure Pod". Then use the sideways arrows to change either slot.
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It's not a part in the KSP sense; it's a component that you can configure a crew pod with. By default pods have 2 ECLSS slots, which have a Scrubber and a Pressure Control. You can change either or both of these to other components. But make sure you have enough scrubber & pressure capacity, even if one breaks, if you're doing a long mission! The capacity (the rate at which they work) of a ECLSS slot is determined by how many crew slots the pod has, if I recall correctly. So a Hitchhiker with a Scrubber will scrub 4x as much CO2 as one in a Mk1 pod.
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As Kerbals consume Water, they produce WasteWater. The Water Recycler is an ECLSS part that takes WasteWater, filters out the Waste, and produces clean Water again. This cycle has 80% efficiency, so a water recycler fast enough to keep up will stretch your Water supply 5x. Any crew mission past 30 days should have one, IMHO.
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You've got way too many mods to troubleshoot; start from a fresh backup of KSP + Kerbalism and a fresh save (just cheat some things into orbit). Then add mods a few at a time. Dynamic Battery Storage in particular has given me trouble in the past.
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1. No; further upgrades to reliability are being planned, don't know if that's included. 2. Yes, I've played that way. 3. You can; disable Signal in GameData/Kerbalism/Settings.cfg. (Personally I like Kerbalism's better, though ) Check KSP.log; is it spammed with nullrefs? I had that happen with SimpleBoiloff.dll from CryoTanks, for example.
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I've already got a pull request open for that here: https://github.com/ShotgunNinja/Kerbalism/pull/146 So just use that. You need a high-gain on the relay sat to talk to Kerbin, and then a low-gain to talk to the other craft, then of course a low-gain on the lander/whatever to talk to. 4 Kerbals for realism/roleplay? Or to have one of each role plus a lander pilot?
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I would put a high-gain on all 3 relays, it's simpler. It's not too much more mass.
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1) Bring less Kerbals. It's simple and it works The best way to solve all problems in rocketry is to shave off payload mass Also, what's the mass of the NASA ship? Mass is more relevant than volume, though they tend to be related. 2) Resources in Kerbalism are roughly based on reality. It's quite possible NASA thinks they can do better. 3) Greenhouses are good, but handle 2 Kerbals each, so again, bring fewer Kerbals. The Duna mission that I'm currently prepping has exactly 2 Kerbals for this exact reason; I designed around the greenhouse. 4) Don't forget a water recycler to stretch your water 5x (2 for redundancy, like all long-term ECLSS) 5) A Waste Processor can convert Waste back into Ammonia, so you don't need to bring much of that. (again, ECLSS in pairs). I suspect this process is also 80% efficient (5x) but it's midnight and I can't be bothered to check. The planner will tell you. Re: ECLSS in pairs, make sure you actually have enough capacity to run on 1 without falling behind - not much good otherwise. If you're set on doing a 4+ Kerbal mission, then I'd build 2+1, where you need any 2 of 3 systems to survive.
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So if I recall correctly, the other bodies you see are in a different scene in Unity, and they overlay the cameras. And only the body you're currently in the influence of is loaded. Now, if you shrank the Mun and cranked up it's gravity, you might pass into it's SoI before hitting the surface, so maybe try that!
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That's hilarious! What happens if you try to land on it? Does it even have a sphere of influence?
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Universal Storage works with Kerbalism; but double-check your numbers, as some things are overpowered, like the US fuel cell. And no, the containers from TAC probably won't work; just use the Kerbalism ones.
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You can copy the Profile/Default.cfg file and remove the life support rules... but I'm not sure why; what key thing do you want that TAC has and Kerbalism doesn't?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
It's already been reported (albeit lazily) here: https://github.com/neuoy/KSPTrajectories/issues/115 But mentioning there that it's still a problem may remind the author.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
lordcirth replied to ferram4's topic in KSP1 Mod Releases
Do you have Trajectories installed? If so, try removing it.- 14,073 replies
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- ferram aerospace research
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Source? It used to be.
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If you install RemoteTech, Kerbalism will disable it's Signal module, yes.