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lordcirth
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Everything posted by lordcirth
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That part is a bit further down, but that's not the point. The point is that the Terrier is at least 5 times too heavy and powerful for the obvious first-orbit payload. The 1.25m parts are first in stock because the mk1-pod is the starting payload; but as that's not the case, why should we start with medium-sized rockets?
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So, I just started a test playthrough in Normal Career with PBC 2.0 and a few other mods. Since my first orbital rocket is basically an OKTO with a heat shield and chute, have you considered moving the 0.625m rocket parts earlier, and the 1.25m ones a bit later? This seems like a rather odd upper stage. A Spark would be more suitable.
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
lordcirth replied to _Zee's topic in KSP1 Mod Releases
For what it's worth, I've used KER and kOS partless for ages, just to keep craft files compatible. kOS for All does this, and KER has a setting. -
Do you have Module Manager and Community Resource Pack installed?
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
lordcirth replied to _Zee's topic in KSP1 Mod Releases
I implemented a similar thing for my mod, feel free to grab it: https://github.com/lordcirth/CTTUnmannedStart/blob/master/GameData/CTTUnmannedStart/MM_Telemetry.cfg -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
lordcirth replied to _Zee's topic in KSP1 Mod Releases
The Goo Canister is in the Start node, but you don't get parachutes to return it with until Survivability. UbM added a telemetry experiment to all probe cores to boost the science you get from early sounding rockets, to make up for moving Goo later. Also, there are a couple of mods that add 0.625m rocket parts; one of these should probably be picked as a Recommended mod. -
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
lordcirth replied to _Zee's topic in KSP1 Mod Releases
Thank you! I was working on a small mod to do this, but this is way better! -
To clarify, one of the ECLSS modules in the pod is a Pressure Control? And you have Nitrogen, and EC?
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Yeah, I got caught by this too!
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[1.12.x] Near Future Technologies (September 6)
lordcirth replied to Nertea's topic in KSP1 Mod Releases
KSP runs on all 3 major OS's - do you just mean that you don't have a fast enough PC available? -
Nope, you do get a bit of warning though.
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Kerbalism no longer implements its own signal system, as stock has caught up. I do not use RemoteTech myself, but other people use it and it works fine.
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Shotgun did intend to do that, but I don't believe it's high on the new maintainers' priorities. Also I believe someone is currently working on a medbay to reverse radiation in flight.
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I recommend Dmagic's Orbital Science. You can also turn up science gains to 120%.
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Before he left, Shotgunninja did mention that he was considering disabling emissives while he worked on making a fancier radiation model that would allow things like distancing emissives from the crew, putting heavy objects in between, etc. A setting to just turn down emissive strength might do fine.
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That wasn't at all what you asked. Also, this is a thread for a mod.
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Basically each radiation source adds to a global radiation amount, without any regard to position, etc. Active shields actually are just a negative emitter :P. Then this radiation amount is multiplied by the average effectiveness of passive shielding over the active habitats. Maximum shielding is 95% effective in the default profile, so you last 20 times longer. So, passive shielding can never reduce rads to 0, only active shielding can. Crew are the only things affected by radiation and therefore only habitats can be shielded. Keep in mind that while greenhouses do not have crew slots, they are livable habitats and therefore need to be shielded.
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Having tried this, he probably already had max passive shielding before adding the engines. It still isn't enough with multiple LV-Ns.
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It's all configured in Profiles/Default.cfg. However, if you want higher difficulty in general, you can do what I did and install Sigma Dimensions on 4x scale. It doubles the delta-v cost of getting everywhere.
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Are you running 1.8.0 stable from Github? If not, reinstall with that and try again.
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The CKAN version of Kerbalism is currently broken. Download 1.8.0 from here: https://github.com/steamp0rt/Kerbalism/releases
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If you right-click on the panels, do they say they are occluded? Also, are you running Kerbalism 1.8.0, and what KSP version?
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I agree that the SSPX greenhouses seem quite weak. Github is here, as linked in the OP: https://github.com/steamp0rt/Kerbalism
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I don't see how this is really a problem? Put it into the pod, then transfer it to the pod you want.
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