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Everything posted by garwel
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It must've been reported before, but just in case... If a vessel with kerbals has no Supplies (i.e. they are "starving") and it docks with another vessel, the "starvation timer" resets back to 15 days.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
garwel replied to tomek.piotrowski's topic in KSP1 Mod Releases
There is a flight computer in RT where you can make simple programs for the vessel, e.g. change ship's orientation, make a burn or lower landing legs. You can also check out kOS, which provides a real programming language and CPUs for running it. Its capabilities are almost unlimited, but it's also harder to learn. I personally am waiting patiently for RT 2.0, which should be 100% compatible with the stock antennas and CommNet (the connectivity system included in KSP 1.2+). I guess switching between CommNet and RT as well as from RT 1.8 to RT 2.0 in one savegame can be very problematic. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
garwel replied to Galileo's topic in KSP1 Mod Releases
Sorry about it. But don't worry, we'll wait. Real life is infinitely more important than video games, so everybody will understand. -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
garwel replied to Dewar's topic in KSP1 Mod Releases
These resources are part of MKS and they are used in its resource conversion chain. With USI-LS, MKS and KSPIE installed, I have something like 15 resources in SCANsat altogether. But it looks like only GoldOre causes issues. Maybe you can looks at how it's defined differently from Unobtainium, because it seems to work ok (although I haven't found any yet). In my current playthrough, both Rare Metals and Exotic Minerals are available in several biomes on the Mun, with abundance up to 4%. However, it's possible that the drills come later in the tech tree (I haven't checked yet). -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
garwel replied to Dewar's topic in KSP1 Mod Releases
The issue with gold not showing in SCANsat's big map was even when it had already been scanned. Like I said, the planetary overlay worked ok (and showed a deposit of GoldOre somewhere), but the big map didn't. Speaking of gold (and gold ore) density, it would seem that it is already too much. Comparing it to USI resources, both RareMetals and ExoticMinerals already have more value per kg than GoldOre (and minerals more than refined Gold despite being a raw resource). Of course, you don't have to adjust your mod to MKS' settings, but given its popularity and the effort @RoverDude invested in balancing stuff out, I'd take it into consideration. TBH, I decided that I'll try to go for one of these USI resources before mining gold. They just give you more ROI. -
Did it, although I'm afraid I'll also have to rebalance kibbal storage etc. Another question: I've finished the first experiment (plant growth) and returned the science to kerbin. Can I re-make it indefinitely, or does it provide diminishing returns, or is it one-off?
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Kerbal Health 0.6.5 Added: A setting to disable sickness mechanics altogether (note that it doesn't magically cure your kebals, but instead prevents any sickness-related events from triggering and eliminates sickness' effects) Fixed: Marginal health change didn't calculate for unloaded vessels Fixed: NRE when kerbals went on EVA Fixed: Setting Contagion Period to 0 didn't prevent contagion Small UI fixes and improvements Download here
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Is there a way to change the speed of eurekas generation and science value of the experiments? I play with KCT and the experiments end faster than I can build them: it takes 2 low-level scientists just a couple of days to perform Plant Growth experiment and it takes me some 20 days to build a new rocket and send it to the station. I guess some balancing is in order here.
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This is what happens to kerbals who spend too much time in the nuclear reactor room! On another note, I've noticed a strange issue with SCANsat and The Gold Standard: when I select Gold Ore in the big map mode, it doesn't show up. Instead, the previously selected resource is shown. The planetary overlay works though as well as that mod's other resource, Unobtainium. I suspect they problem is on the Gold Standard's side (and I reported the bug there), but just in case, letting you know.
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
garwel replied to Dewar's topic in KSP1 Mod Releases
Another issue when using this mod with SCANsat: when I select Gold Ore in the big map, it shows the map for the last selected resource (e.g. ordinary Ore) instead. Unobtainium and planetary overlay display correctly, however. -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
garwel replied to Dewar's topic in KSP1 Mod Releases
The problem is not presence (or absence) of GoldOre, but issues with the way the mod handles scanners. They are not critical, but should also be easy to fix. -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
garwel replied to Dewar's topic in KSP1 Mod Releases
I installed this mod and have noticed two things (I am yet to discover gold anywhere, let alone mine it). The narrow-band resource scanner is now available before the M700, which seems wrong to me. As to M700, it now has, with SCANsat, three buttons "Start Resource Scan" in its right-click menu. I suspect the reason is two resource scan modules you added in Patches.cfg. It also means that it requires 3 times more EC to scan for all the resources simultaneously. Is there a way to include GoldOre and Unobtainium to the default scanning mode or was it an intentional decision? -
Looks like a bug. I'll fix it in the next release. Meanwhile, you may set Sickness factor's effect to 0 in the middle column and max out all the sickness-related periods (the latter just to make it bother you with messages as little as possible).
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Now, I've heard some particularly frugal kerbals get empty 2.5-m supplies containers for free and make them their home!
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Is it by design that all the USI-LS containers for supplies and fertilizer have zero cost? They'll make a budget alternative to some structural parts!
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Just so you know, I am looking into the issue with unloaded vessels. It's been haunting me almost since the mod was even started, and I thought I'd fixed it in 0.6.0, but apparently no. Meanwhile, I found and fixed a probably unrelated bug with EVA. I will also see how well-balanced EC consumption is for health modules. In the future, please attach output logs and, where sensible, saves to bug reports. It will be even much more useful if you first enable debug mode in the mod settings (it then logs more data).
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
garwel replied to Dewar's topic in KSP1 Mod Releases
I'm considering trying this mod. I understand it doesn't support OPM? Any plans to add such support? And is it hardcoded, which planets have the resources? I thought it is usually random, with some preset restrictions. This randomization would make things more fun, wouldn't it? -
@Enorats Can you provide an output log or specific reproduction steps for these bugs? Which versions of KSP and the mod do you use? I thought I have solved the issue with unloaded vessels, but it seems more persistent.
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I'll take a look at it, thanks.
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Kerbal Health 0.6.4 Added: Low health alert will warn you when kerbal's HP falls below a certain level (defined in the settings, 0 to disable) Added: Support for FASA (thanks to AlekM) Added: Support for B9 Aerospace (thanks to fabioita) Download here
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
garwel replied to politas's topic in KSP1 Mod Releases
Looks like somebody's tried to fix the SVE issues, but I still can't install it. A new mod, called simply Stock Visual Enhancements appeared on the list but when I select it, the Apply Changes button is still disabled. If I select SVE-High/Medium/Low Resolution, this new mod's line gets red (or is it dark gray?) background. And still, the Apply Changes button is disabled. -
Looks cool: I get bored of having to constantly watch TWR and press Ctrl at intervals; a relatively smart monkey could do this job. Now, this mod goes even farther with its conditions and presets. Gonna give it a try (that is, as soon as I can continue playing).
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
garwel replied to Galileo's topic in KSP1 Mod Releases
I understand @Galileo doesn't provide support in case of CKAN issues. I've reported it in CKAN thread already. It's also interesting that the mod shows there in the list as version 1.0. Perhaps, something's wrong with its .netkan and/or .version files. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
garwel replied to politas's topic in KSP1 Mod Releases
SVE is broken in CKAN: it appears in the list but when you try to install it, it says "Module StockVisualEnhancements has not been found. This may be because it is not compatible with the currently installed version of KSP". The current version is in fact compatible with 1.3.0.