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lordcirth

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Everything posted by lordcirth

  1. Yes, alerts about the state of your craft will stop warp. You can disable this per-craft in the 'CFG' tab of the Kerbalism menu. I think there's also a global disable, but I wouldn't recommend that.
  2. What's the key tech node that you weren't able to get? A basic manned orbit gives you tons of science. Are you playing with PBC or another probes-first career?
  3. Ok, so I made a new KSP install for this. KSP 1.7.2, with both DLC. Enabled 1.6 and 1.7 compat in CKAN. Installed Kerbalism + the default config and dependencies. New career with defaults. Accepted the first two contracts. Flight 1: Mk1 pod with goo + Bob, on the ground. It has just enough battery for both with Bob. 4.7 science. Flight 2: As above, but Flea and fins. Should have turned the thrust down but I forgot. Pop chute at Ap and set max opening altitude of 5km. Got 10 more science just from milestones. Goo 10s away from being done, lol. Now at 26.8 science. Etc. So far this seems reasonable. What mission are you stuck on?
  4. Are you using any other mods? When 3.0 was first released I tried a career without too many other mods, and it wasn't hard. In fact I believe 60% science factor is recommended to get a good balance. I can start up a career and check again, though.
  5. Kerbalism does use the stock comms system. Any changes to data transmission are covered by Science.
  6. 95% in the default profile - so 20x the survival time.
  7. It's just any part with max shielding. I don't think a special storm cellar has been added.
  8. To use a storm cellar, you move everyone into it, then disable the other habitats. Then only the storm cellar counts.
  9. Do you mean a faster rate, or more science per experiment? For more science, you can adjust the stock slider under difficulty settings. Regarding rate, are you talking about atmospheric science? Because for all the others you can just timewarp.
  10. As far as I'm aware, you just don't use the mk1 pod with stations. Restock+ has some nice pods that fill in some gaps, by the way.
  11. When you dock the pod, the station would vent Atmosphere to support the unpressurized pod, so the whole station becomes unpressurized. Then, when you undock, the station's Pressure Controls would go full-tilt trying to replace the Atmosphere, consuming a lot of Nitrogen in the process and possibly running out.
  12. That shouldn't happen. Was this the mk1 pod? It is unpressurized, so undocking it should cause the station to start draining nitrogen to repressurize.
  13. Lack of gravity already increases stress. I don't see what adding this extra mechanic gains.
  14. But Kerbalism's UI does not tell you what you have completed and what you haven't, if you aren't in that location.
  15. Are you still using KSP 1.2.2? Because the version of this mod in the OP hasn't been updated since then.
  16. Is the scrubber set to dump CO2? It should be by default.
  17. The code and the standard configs have been split, to better support alternate configs. You want GameData/KerbalismConfig/Settings.cfg.
  18. It's a CKAN problem, it is slow to update. Set CKAN to allow 1.7.0 mods and it works, IIRC.
  19. Yes. All through the rest of the configs and code there is NEEDS[FeatureRadiation] and so on.
  20. That's a good question. Perhaps some of the passive tech upgrades (which you get automatically in Sandbox) make things lighter? Can you please check in 3.0? Use KER to get the mass of the parts in VAB.
  21. Not directly afaik, but it adds resources and ECLSS parts to the pod, so it's heavier.
  22. The Pug is in Restock+, and Restock has a Valiant model. I don't have this problem, are you sure you have the latest versions? They have compatibility patches for each other, I believe.
  23. The blue beaker logo? That's a sample that must be returned.
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