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cyberpunkdreams

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Everything posted by cyberpunkdreams

  1. Personally, I prefer the "KW Rocketry" in the titles as it makes parts easier to identify at a glance, but I guess it's not a big deal.
  2. It's not vanilla. It just extends a bumper that prevents docking from happening. It's maybe useful if you want to line things up and make sure you've got the correct roll before actually docking.
  3. It did, although not with much ablator on it. I'm not saying that there's a bug or that the maths is wrong, but it does seem incongruous that one small vessel docked to the station should have such a big impact. Maybe the heat shields need to be given less influence in favour of build-in shielding?
  4. That's really useful, thank you! The planned overhaul sounds interesting. With my station, I'd reduced the bananas to 183 (I think) by docking another lab, but then I undocked a single Mk2 crew pod (fully shielded and accounting for 12.5% of the total crew capacity onboard) and the radiation per kerbal immediately doubled. I'm sure that's working as intended with the current system, but it does seem pretty crazy.
  5. I have a space station at about 200km above Kerbin, and the crew are getting 214 rads per day, which seems like a lot! Equivalent orbit in a command pod seems to be about 60. I forgot to radshield one crewed component (the cupola), but everything else is shielded. The station has quite a few crew tube though -- they didn't get the option for being shielded as they don't have crew capacity, but could they be contributing?
  6. I don't think it does, but all I did was eliminate that factor in the settings and do something else to compensate (reduced microgravity fatigue, I think).
  7. I'm 99.9% sure that the antenna ranges don't stack. You really need a dish to be pointing back to Kerbin if you're in Mun's SOI.
  8. I've got something really weird happening. I've got a heavily modded install, KSP 1.3.1, but these two problems cropped up on the same day without any mods having been updated. I guess a mod list and logs would be required to fix this, so I can send those but I thought I'd just put this out there as a "feeler" first. Problem #1 The sounds in general is fine apart from the music -- it cuts out on scene change. It comes back if I open the settings and alter a volume slider. This is true of all scenes. Very weird and I've never had this problem before. Problem #2 I've got the Community Category Kit installed, and the parachutes section has disappeared. I can't find them in search either. However, they're still there and working fine, and I can find them using the categories for part cross sections. But again, pretty weird. I've tried deleting the config file and starting again with that, and verifying the files with Steam. No luck so far. I'd really appreciate any insight, thanks!
  9. Now there's a thought. Obviously I'd only want to apply it to liquid engines. I don't know quite how detailed you can go with MM configs, but initial ideas would be to have different values for LFO and monoprop engines and to scale it with the max thrust value too, with bigger engines taking longer to spool up (which I guess are both realistic-ish?)
  10. Thanks. I already downloaded the correct version.
  11. Just a quick heads up in case this is affecting anyone else -- my KSP was refusing to load since the update to 1.3.1 and I eventually tracked it down to this mod. Obviously the mod has been updated, but CKAN hadn't downloaded the latest version for me (although when I checked it said it knew about the latest version). Bit weird and I guess a CKAN bug, but there you go.
  12. Just a thought regarding the Graduated Power Response configs -- there used to be a mod that added gradual power response to all rocket engines, regardless of mod. Maybe it would be an idea to resurrect that, if possible, and make it a dependency? That would make KW's graduated response config redundant (although maybe it would still have to be maintained for backwards compatibility?) and have the larger advantage of consistent power response across all one's engines.
  13. Ah, I see what you mean! As for integrations, I'm still gunning for one for TAC LS. That has water as a resource already (although maybe you'd need a separate one?) and you could consider some of the food supplies in that to include medicine.
  14. Yes, shielding the crew compartments instead of the reactors makes more sense. I don't think you really need shielding as a resource though? I don't think it depletes in real life, does it?
  15. Yeah, likewise, I thought you might be able to fetch the centre of each part from the craft and do some trig to get the distances you needed from that. But fair enough, it was just a thought. Some of your other ideas could work well though. Yet another though -- instead of (or as well as) using heat shields, you could use Module Manager to add a "shielding" module to the radioactive parts themselves, with an appropriate config slider in the VAB for the parts. Increasing shielding would increase cost and weight (perhaps very significantly). It would just help to keep the part count down on craft.
  16. I've not tried it all yet, but I'm really liking the idea of all the new stuff! One quick idea -- have you considered having the distance between the radiation generating devices and the kerbals as a factor? If it would be too difficult to calculate that per tick, you could just do a rough average distance between all the living spaces and all the reactors or something. It's just that having the nuclear engines at the end of a long truss, away from the living spaces of a ship, is a pretty common trope in SF and it would be great to have a reason to build something like that.
  17. Thanks, I'll have a look at that. The sickness mechanic is fine overall, it just felt over the top in the space centre. I'll tweak those figures though!
  18. So I finally started a new career, and of course Kerbal Health was on my must-have list. One very small irk though, and that's kerbals getting ill at the space centre. I get that it's meant to encourage a deeper roster, but it doesn't strike me as massively realistic, especially when it's the same kerbal getting ill over and over*. It's also a bit annoying how the message queue gets filled with messages about it. Perhaps just reduce the frequency? Or once a kerbal has been cured of something, significantly decrease the probability of them getting ill again for a while? *I get ill less than once per year on average, and I'm not especially fit or healthy, unlike an astronaut, and yet these kerbals seem to come down with something twice per month!
  19. Is anyone still having problems with RT connectivity? Cause I am :(.
  20. I did try the search bar before asking myself, and didn't get anything meaningful from it, alas.
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