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KSP2 Release Notes
Everything posted by dboi88
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Have you got Module Manager installed? You didn't list it and it is a dependency.
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Have you got module manager installed? If installed with CKAN have you also installed the default profile?
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I realised I didn't need to go home. This should add oxygen generation. Replace the last folder with this one. I've not tested the rate 5hough. Let me know if you think it's too fast/slow.
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Take a look at the file I sent you the other day. You should be able to work out how to do this. You just need to duplicate the text and change shielding to oxygen. Not ure on the ratios though. If you can't work something out I'll send you a new link when I'm home in a few hours.
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Cheers, that sounds like a plan. Leave my save for now then, we'll see if the issue persists through the next update, if it does i'll take the time to try and recreate in stock for you.
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@ShotgunNinja Have you managed to take a look at my save game yet? Was the issue with the dropping signals related to the issues with high warp that have been discussed? Cheers
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These two mods work fine with Kerbalism for most so it's more likely an error on your part or another incompatibility with a different unknown mod. It'd be more useful to post the crash log and more info rather than just saying it doesn't work you might get some help that way.
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I vote for A
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If you add this to your game data folder it will add two new Radiation holding tanks and add's the ability to compress ore into shielding using the ISRU. Be warned it's damn inefficient. https://drive.google.com/file/d/0B_nRjcqonDoUUjFmMzRiMXNBMnc/view?usp=sharing
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Thats a good point. I came across the same issue using EPL as you can't currently build ships with shielding without taking the shielding from your base. I'll see if i can knock together an MM patch that both adds the function to the IRSU and some holding tanks.
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Good. I Love the current greenhouse model!
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Cheers, I'm confident that i'm meeting those 3 requirements at the minute. No problem at all, if you need anything else or for me to try and recreate the issue with a clean save i can do that for you. There's no rush either, it's not causing me any problems at the minute I've just turned off the Signal messages.
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Cheers, i've had an idea as to what might be causing this. Does the signal mechanic share a connection between two antennas on the same craft? Eve Relay 1 has 1 long range dish that can connect home and has relay enabled. Eve Relay 2, 3 & 4 all have their own long range dish but the 'enable relay' function is turned on the short range Comm32 So are we getting two separate networks here that aren't talking to each other?
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@ShotgunNinja Congrats on the release I seem to have found a bug with the antenna system. I have 4 relay sats in orbit around Eve and every now and again during time warp one of them would lose signal, a different one every time and completely randomly. It still had EC charge but by the time i went to switch to the ship the signal was already back before i switched. Tonight i finally managed to drop out of timewarp early enough so that the sat was at there in view with direct line of sight to two other relay sats, full battery but no signal. When i switched to the ship the signal came back immediately. I can't see any reason for it losing signal. Would you mind taking a look? Here's a CKAN mod list and the save game. If you time warp at max speed until one of the eve relay sats loses signal you should be able to see it happening, it normally happens every minute or so of warping. https://drive.google.com/file/d/0B_nRjcqonDoUSmp1SDdEdHAyaE0/view?usp=sharing You'll need this too https://drive.google.com/file/d/0B_nRjcqonDoUbDhiWVZYdm0xYkk/view?usp=sharing
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O bugger that shouldn't be in there. It's my own unrealeased mod, download here https://drive.google.com/file/d/0B_nRjcqonDoUbDhiWVZYdm0xYkk/view?usp=sharing
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@ShotgunNinja Here's a save i knocked up for you, it's got 112 crewed ships dispersed around the system. Only Stock and Kerbalism. https://drive.google.com/folderview?id=0B_nRjcqonDoUZTdiVkJzNzBpOFk&usp=sharing
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I've got a part pack that i want to nerf. Is it possible to increase the frequency of malfunctions for a specific part using an MM patch? I want to force the engines to require regular maintenance and so can only be useful with an engineer around. Also can i change what the malfunction is? I have an engine that uses lots of electricity and i want to make it require even more when it malfunctions.
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I also never see the time counter green, it's yellow with only 10 part crafts in orbit. I've been looking forward to the optimization pass hoping it'll fix it, but, , to be honest i'm pretty sure it's unrelated to Kerbalism alone, i'm running quite a modded install. I'm keeping my fingers crossed though.
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That's what i took from @ShotgunNinja previous post about it. I'm sure he'll be along to clarify before long as now i re read it it could be taken both ways.
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Yes that's correct. As long as the two spaces are seperate. I.e an eva to get to it. If you can pass between the two parts it'll be counted as one space and then average the shielding.
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I think you either need to increase shielding. Or. Use CLS so that you get the full benefit of the shielding you've got. I'm assuming the unshielded parts are not the living space for the long distance journey?
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To celebrate 200 hours of life support and entertainment under Kerbalism the crew on the KSS started the first Kerbal Krypton Factor.
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I've played almost 200 hours with Kerbalism and PlanetaryBaseSystem and have only had one issue with one of the pre release versions i tested. It's been working perfectly.
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That's a good idea. I personally have been treating ships built under different versions as older/newer generation tech. With the old ships I need to either plan for high failure rate, have a an engineer on board/regular visits or replace with newer generation tech. I've just completely refurbished a space station along this being. It's been fun!