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lordcirth

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Everything posted by lordcirth

  1. I believe the cap is 10 years. If you want more, you might need to scale.
  2. The stock tanks don't have Cooling, so that wouldn't make sense. Also, Kerbalism 1.2.7 just fixed the bug.
  3. I don't see much point in using TAC + Kerbalism. Just use Kerbalism, it's great.
  4. I think I may have found a bug / mod incompatibility- I designed a nuclear tug using Kerbal Atomic's Neptune Trimodal Engine and Cryo LH2 tanks. This engine has a 2 EC/s passive generator. I also have a 12 1x6 solar panels, way more than needed. Whenever I switch away, all power production seems to stop and it rapidly runs out of EC. I don't see any error messages, though. EDIT: I see some previous discussion of a similar bug, but don't see a fix? EDIT2: If I disable cooling, EC goes up when the vessel is unloaded. Even a single tank Cooling seems to disable all EC generation on the vessel, however the boiloff unfortunately does occur. EDIT3: Well, I've worked around it by setting the boiloff rate to 0 in the config, and leaving Cooling off.
  5. Just lost a crew without warning and had to reload because it ran out of EC, when it had 1hr battery and 10 minute darkness time, in LKO. I thought that bug was fixed? Also, when looking at the craft, I had several Gb of data transmitting at 60Kb/s, so not really moving unless you timewarp. But when I went back to Space Center, the data started transmitting at several 100 Mb/s. Could that be what instantly destroyed my EC? EDIT: Reloaded and checked again, EC stayed at 82% while the data transmitted in seconds while supposedly 60Kb/s. Then I went to VAB and left, and the vessel is at 0% EC and CO2 at 52% and everyone's dying. Then it immediately starts charging fine from solar, whether I'm at Space Center or the craft. It was running fine with 1 scrubber, I enabled a second now and yet it's stuck at exactly 52% CO2, and the crew's CO2 poisoning climbs until they die. @ShotgunNinja What logs do you need? I am getting this spamming in the logs, both in Space Center and Flight: [EXC 21:10:38.096] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Lib.PrivateField[Dictionary`2] (System.Type type, System.Object instance, System.String field_name) KERBALISM.Science.generate_subject (System.String experiment, .CelestialBody body, System.String sit, System.String biome, Single multiplier) KERBALISM.Experiment.FixedUpdate () When in Space Center or Tracking Station, the craft's EC doesn't change, even though it's cycling day/night. But when I change from one to the other, instant 0% EC and sometimes 0% Food and Water even though there was 2 years worth. EDIT2: I've removed the custom lab experiment Lab.cfg you gave me, and everything seems fixed.
  6. Would you like to give us a list of parts that should have experiments, and some balance guidance? Maybe we can crowdsource the individual experiment definitions. I love the idea of greenhouse experiments, by the way.
  7. Do these show up as modules in slots like ECLSS? Also do I just put this in a new file in Gamedata or do I append it to some file? If I read the experiment correctly, they give 64 Science each? Is that multiplied by the location multiplier?
  8. Any news on the Laboratory changes that were being discussed? I just spent some time tweaking my stock SpaceLab design to add lifesupport and habitation, than realized I have no reason to launch it...
  9. Just copy the KSP folder, like everyone else does. It's simpler.
  10. If you don't use Kerbalism's Signal system, you're not going to get its features. RemoteTech doesn't have solar storms.
  11. Yeah, if you have other mods, it can get quite hard. Feel free to turn the Science gains up to 150% in the difficulty settings, or better yet, install Dmagic Orbital Science. More experiments = more fun + more science.
  12. In stock, once you unlock the Lab, the game is over. You can finish the tech tree in a single launch. Adding life support at least makes this cost a bit more, but I like that the Lab's functionality is changed. That being said, I haven't gotten that far in recent versions of Kerbalism yet, waiting for FAR. I don't know how hard it is.
  13. If you look at the docs, you'll see this is intentional: https://github.com/ShotgunNinja/Kerbalism/wiki/Modules#laboratory
  14. Unless you are using a 1.1.3 KSP install, CKAN won't show FAR, because it's not released for 1.2.2 yet.
  15. If you scale up the planet, you scale up the orbital velocity, which means your dynamic pressure and heating will increase while flying through the atmosphere attempting to reach that orbital velocity. You can turn heating down in the stock settings, if you want.
  16. Procedural parts allows you to design your own SRBs, I think it has a fairly large range of TWR. I think they are slightly more expensive.
  17. Which is presumably why he's offering a good idea for fixing that. Is there a flaw in the idea?
  18. If I remember correctly, scrubber efficiency gets buffed passively by certain tech tree advancements. Should show in blue text on the tech tree node descriptions.
  19. Do you have the CO2 scrubber ECLSS module added to the capsule?
  20. Just track your savedir in git for when the Kraken strikes
  21. Well, who knows. I think that was pre3, I did have some other mods (none that seemed obviously likely to interfere, though). If it works now, that's good.
  22. My saves are here: https://github.com/lordcirth/kerbalism-career/commits/master "Val in orbit" if I remember correctly, is the ship in orbit just before fast-forwarding.
  23. So I'm building a ship to do the "stay in orbit for 30 days" contract, which is a great tutorial/intro to building/planning life support, by the way. My planner says "repair: none" and there's no hovertext. Some of my parts say "repair: anyone" which I thought meant that any crew could repair it, ie Jeb in this case. Am I missing something, spare parts, etc? EDIT: So I just tried to do the contract, and although I thought I had enough EC & storage, timewarp stopped telling me that "Manned month" had run out of EC (no yellow warning), and that Valentina had been burned alive. I thought that had been fixed? Is really high timewarp still dangerous? EDIT2: Well, I reverted (using git) and was able to complete the contract safely using 10k timewarp. EC never went below 50%. The next thing I notice is that the moment I staged for re-entry, I got oxygen, water, and food warnings - because the pod resources were empty while there were 10 days worth left in the stage. Shouldn't these resources follow standard fuel flow rules?
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