Elkram
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[1.12.x] Interstellar Flight Inc. Life Support
Elkram replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for your work. This mod looks really interesting. In the original mod thread it says this mod kills the kerbals when the vessel runs out of life support. Is there a way to configure it so kerbals just become tourist until the receive more life support? Thanks for your answer. Edit: Just took a look. I see you can choose if they die or not. Thanks -
[1.12.x] Kerbal NRAP - Procedural test weights!
Elkram replied to linuxgurugamer's topic in KSP1 Mod Releases
It sounded better in me head, deleted. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (June 12, 2022)
Elkram replied to Nertea's topic in KSP1 Mod Releases
I just wanted to say Thanks for the mod. It's so much awesome it leaks awesomenes at it's edges. And tne IVAs are awesome too, Im really thankfull on you for taking the time on making all those fantastic IVAs. -
Awesome!. Im going to start tinkering with those 2 and see how i like it, thanks.
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Hello. First thanks to you all develeoping this mod, it's really cool. So I thought on having some kind of "hospital" to raise a kerbal's health so they can become active again. I tought on using huge amounts of EC to make the health go up. It should only work for kerbals inside that habitat, and should be some kind of last resort. It's suposed ti be something you send to a failed mision or that you have it installed in a station and use only when needed. This is what I'm thinking, any thought or advice?. Do you think this should work? Would that be too much or too few EC?: MODULE { name = ModuleKerbalHealth resourceConsumptionPerKerbal = 10 isActive = False hpMarginalChangePerDay = 20 crewCap = 1 partCrewOnly = true } I'm not sure about the EC used and the multiplier. Will it be enought to raise a Kerbal's health so it can go on duty again in exchange of a huge chunk of your stored EC? This should be some kind of hospital or ER habitat. Also, having some kind of resource to be used in the process could be cool, but that is more a suggestion than asking for advice, wich is what I need. Thanks in advance for you answers and time. Edit: Did some testing. This one looks like it works but not sure. Any advice? Can it be done?
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I did check the modulemanager configs on this same beta version and found this. I remember I helped you test snacks versus dang it some time ago and had the the problem of snacks tanks leaking too soon. I remember the problem was with this numbers. SnacksTank CFG FuelTank CFG name = ModuleTankReliability // Tanks are always active // Annual Failure Rate: 2.5% MTBF = .0350400 // Expected Lifetime: 15 years LifeTime = 1 // 31400 name = ModuleTankReliability // Tanks are always active // Annual Failure Rate: 2.5% MTBF = 350400 // Expected Lifetime: 15 years LifeTime = 131400 I can't test it right now becouse I'm not using Dang it for now. Hope this helps.
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[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
Elkram replied to JPLRepo's topic in KSP1 Mod Releases
Thankd for the 1.3 update!!- 606 replies
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- reserve power
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[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
Elkram replied to JPLRepo's topic in KSP1 Mod Development
Thanks for the 1.3 update! -
Thanks a lot!! I'll give it a try now.
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The more I think about this mod the more I like it. Just a sugestion. Reputation losses when kerbals gets low on health and hibernate or die. Maybe hibernation option could have less impact on reputation than death. Also, I thought on picking up the Greenhouse model designed by zzz years ago and configuring it for Kerbal Health. I'm not too experieneced in modding, just touched here and there with some mods. Could this work? Does it makes any sense for a "Greenhouse"? MODULE { name = ModuleKerbalHealth hpMarginalChangePerDay = 2 ecConsumption = 6 isActive = false crewCap = 3 } Any advice is apreciated. The idea is to give it some Mass and good amount of EC use so it's not easy to carry to a station but once it is there and working it helps on kerbals living there. Maybe instead of the marginal change it should affect microgravity or assigned?
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Better to do things right once. At least for me I don't need it right now. Thanks!
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This mod looks awesome, I'll give it a try soon. Does it work with Deepfreeze? Thanks! Edit: Well just tested it a little and it looks like it works.
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¡Oh! I'm sorry. Looks like I made you waste your time. I did not have too much time to play and it really looked like everything was working.
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Interesting I supose I'll find out later. Tested it a little, looks like it works.
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I still got almost no time to play but I noticed the habitats were everywere and since its a mechanism I dont want and it's already not working I renamed the file habitat.cfg to habitat.cfg-disabled so the module habitat is not added to the pods and cabins, but I did not try if it works like that. Now to work, will give it another try later. Posted this just so you know.
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I was thinking on installing Kerbalism and tweaking it a little but your work is what I was thinking so I'm giving it a try tomorrow.
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[1.3.1]Wenchang Satellite Launch Center 1.0
Elkram replied to Icecovery's topic in KSP1 Mod Releases
Looks so cool! -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
Elkram replied to RealGecko's topic in KSP1 Mod Releases
Downloading! -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
Elkram replied to RealGecko's topic in KSP1 Mod Releases
Yep you are totally right. I really enjoy the mod, thanks for taking the time to develop it. -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
Elkram replied to RealGecko's topic in KSP1 Mod Releases
Yep I saw it in the op too, but just tried 2 rovers and one was chargin electricity coming solar panels installed in the other, I touched nothing. -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
Elkram replied to RealGecko's topic in KSP1 Mod Releases
There is no plug option, it just works, as far as i know -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
Elkram replied to RealGecko's topic in KSP1 Mod Releases
It could be cool if it had some kind of connection with dangit! continued so the logistics module could get broken and needed a repair. -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
Elkram replied to RealGecko's topic in KSP1 Mod Releases
Congrats on release! Going to give it a try now. -
[KSP 1.3.1] Simple Logistics (2.0.2) - Who needs pipes? 2017-10-17
Elkram replied to RealGecko's topic in KSP1 Mod Releases
Cool! reaaaally cool.