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canisin

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Everything posted by canisin

  1. Hello All, Does kerbalism have similar or same functionality as Eva Fuel? Or should I install EVA Fuel separately so as to prevent kerbals from having infinite refills of eva propellant upon entering a command pod?
  2. Aaah thanks a lot for the information! It makes sense that it is not allowed, too. And I collected the science by sending a crewed vessel to rendezvous with my probe.
  3. Heya! Is it intentional that I can click transfer science on a crewed pod and move materials study samples into it, but when I do the same with a experiment return unit, it only transfers files?
  4. I have a medium-ish gaming laptop and I tested CollisionFX on a clean install without Scatterer. I just a stock plane on the runway, accelerated a little and then retracted the landing gear. Depending on the plane's speed there was a very noticeable impact on FPS.
  5. Is the rover antenna AX-4 Pointable Helical Antenna really intended to have a mass of 95kg or is that a typo? And on the topic of balance, when i compare AX-5 Aerial Micro Antenna with the good old Communotron 16, the former only provides 150k antenna power while the latter provides 500k at the same mass. The AX also has less feed effectiveness (50% vs 90%) and less bandwidth (2.6 vs 3.3). Although one redeeming factor for the AX might be its smaller form factor, which can very well be the intended balance point come to think of it Maybe a slightly reduced mass value could convey its intended usage better. edit: I would also like to point out that the AX-5 has an extended wind resistance of 55 kPa while its siblings can only withstand 5 kPa. I'll also take this chance to thank for the whole suite of Near Future mods!
  6. even if there might be a problem with the sound it might not be completely missing, because i think i have heard some tire squeals in my further attempts, it might just be a tuning issue, which can also be probably true for the sparks and the fps.
  7. thanks and grats for the release! will download and test now to see if i also have the lags some others have reported.. edit: no i did not get any lag! altho i also didn't get any sounds either, was that not a feature of this mod? edit2: scratch that it seems to have been an issue of speed, i did get a lot of lag (i.e. low fps) when i tried again at higher speeds. sorry.
  8. This is rather sad to hear I wonder what in this mod can be causing that kind of ram usage?!?
  9. Hmmm.. I guess i'll need to investigate further when i get the chance. Because I did feel like I received more science than I should have.
  10. Heya again! So yesterday I drove up to a baobab tree on Kerbin to test out what I can do with the new rover arm that I had unlocked. I was able to perform the experiment multiple times and record them all on my hard drive and recover them all for science. My science archives now show me that I have collected 3.3x science for that experiment. Is this a bug that I should reproduce in a clean install and report or a known issue?
  11. Hey! Thanks for the explanation. "it will still be too slow" -> this, tbh. I haven't gone interplanetary yet, it was just that I had noticed that all of the DMagic Orbital Science experiments had experiment durations in months, so I whipped up a large probe, put a few DM experiments, a pair of ScanSAT scanners and all the unmanned Kerbalism science that I have access to! This probe at least a year in LKO before it could transmit all the LKO science that it could gather. A year! But, I also made the mistake of including two different types of antenna on this craft, so I'll go back and see how the transmission rates will improve if I retract the red whip antennas that I had there just for looks.
  12. Hey all, I have been eyeing Kerbalism for a long time now and finally took the plunge and started a career with it and I am loving it! I am especially in love with the science system. It is exactly what it should have always been! My question is, how can I calculate the data rate of a given antenna in the VAB? The antenna modules seem to retain their vanilla descriptions with packet size (which is usually zeroed out) and a bandwidth in mits(?) per second. Is there a conversion formula between mits and bits? Can I assume that if I have full signal strength in commnet UI, that I will get full bandwidth for transmission? And finally is there a formula to calculate bandwidth from signal strength? Thanks a lot to the mod makers for the awesome mod itself and anyone for answers to my questions!
  13. Thanks a lot, these are parts are all beautiful!
  14. @linuxgurugamer, if you are adopting this and considering that you have already adopted Hullcam VDS may be you can combine them into a single mod with best of both worlds?
  15. Thanks a lot for the information!! I have a few follow ups, though. 1) hat I had meant to say was what is the difference between the two settings "Reconditioning Blocks Pad" and "Launchpad Reconditioning". The default profile has the former set to false, while the latter set to true. 2) Ok, thanks. 3) Thanks for the info, I'll see when I get to building multiple pads. 4) Hmm weird that I get one extra point.. maybe it is for the starting tech tree node? Thanks for the clarification of the three separate values. 5) That is pretty much what I had thought would happen, there seems to be an issue with it. 6) Thanks. 7) A new question: What does Fill Tanks & Launch do?
  16. Hey all, A few questions: 1) What does the setting toggle Reconditioning Blocks Pad do? How is it different than enabling Launchpad Reconditioning? 2) What does Upgrades From Tech Tree do? 3) What is Shared Upgrade Pool? What is KSCSwitcher? 4) Why do I start with 16 points when Starting Upgrades is set to 15, 15, 45? What are those starting upgrades values mean anyway? 5) It seems that resetting upgrades is meant to have a cost, but buying upgrades and resetting does not seem to be reducing my total points, except when I tried it too may times, I came to a point where I was no longer able to reset my upgrades. It seems that maybe the check for enough points for a reset is performed, but the cost is never actually deducted. 6) What are plans?
  17. Hmm Kingtiger's one drive reports the last modified date of the beta release as the 10th of March, yet there are mentions of new beta releases today and yesterday. Can anyone point me to the correct direction to obtain a beta download please? Nevermind, it turns out it's just one drive being annoying, the contents of the download are different than what I had previously downloaded and includes the recently mentioned changes.
  18. I'm going to stick with precise maneuver as it has much richer features and I have grown accustomed to it. But I love it that KSP is getting these updates!
  19. Alright then, thanks a lot for the information!
  20. Heya there, Just how stable/unstable is v2.2? Also poking through the files I get the impression that support for DMagic Orbital Science is there but not there. In game I made quick test with a magnetometer boom last night, and unfortunately it worked vanilla. Looking into files there is a big and important looking patch file that is disabled (ExperimentReconfig.cfg). What should I expect from the 2.2 beta?
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