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tomasantony

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  1. This might be a little off topic, maybe this is the place? Myself, I'm quite the fan of TAC life support, especially once you add some of the 3rd party mods that include a variety of realistic looking recyclers etc, to really extend flight time without re-supply - good for stations and realistic deep space missions. I also run the game with Dang It!, which integrates part maintenance and faults into your real missions, which makes things a bit more unpredictable... with TAC this has led to many Apollo 13 style missions - failing life support is a really fun challenge! It also mean on long trips to I need to get my Kerbals out and do EVA missions.... not just fly past in 100x speed over say 200 odd days in space! I have tried out USI life support, but I find Roverdude's parts for it a little bit stock-game looking - however USI integrates a new mechanic that simulates fatigue, and living space as a factor in space exploration - I find it really annoying that Kerbals can just sit in a mk 1 capsule for years making a transfer and there's no problems (just imagine what it would be like!) - USI adds a fun mechanic where Kerbals effectively mutiny (Skylab 4 comes to mind) if they are in space too long without space to move about. So i would suggest you check it out if the other life support mods aren't cutting it. Here's my problem - is there any mod like the Habitation function in USI that can run in parallel to TAC life support that anyone can recommend? Or a workaround to just run this part of USI on it's own? I took a look a Kerbalism and got scarred - too many factors to think about! I like life support being broken down into Oxygen, water, food, waste, Carbon Dioxide etc, but this extra mechanic really means long distance space travel is realistically hard.... You can't just sling your Kerbals in a garbage can, you have to do serious planning and designing!
  2. This might be a little off topic, maybe this is the place? Myself, I'm quite the fan of TAC life support, especially once you add some of the 3rd party mods that include a variety of realistic looking recyclers etc, to really extend flight time without re-supply - good for stations and realistic deep space missions. I also run the game with Dang It!, which integrates part maintenance and faults into your real missions, which makes things a bit more unpredictable... with TAC this has led to many Apollo 13 style missions - failing life support is a really fun challenge! It also mean on long trips to I need to get my Kerbals out and do EVA missions.... not just fly past in 100x speed over say 200 odd days in space! I have tried out USI life support, but I find Roverdude's parts for it a little bit stock-game looking - however USI integrates a new mechanic that simulates fatigue, and living space as a factor in space exploration - I find it really annoying that Kerbals can just sit in a mk 1 capsule for years making a transfer and there's no problems (just imagine what it would be like!) - USI adds a fun mechanic where Kerbals effectively mutiny (Skylab 4 comes to mind) if they are in space too long without space to move about. So i would suggest you check it out if the other life support mods aren't cutting it. Here's my problem - is there any mod like the Habitation function in USI that can run in parallel to TAC life support that anyone can recommend? Or a workaround to just run this part of USI on it's own? I like life support being broken down into Oxygen, water, food, waste, Carbon Dioxide etc, but this extra mechanic really means long distance space travel is realistically hard.... You cant just sling your Kerbals in a garbage can and fire them into space, you have to do serious planning and designing!
  3. Not far off with this https://spacedock.info/mod/622/Human Colored Faces - RSS/SASS Kerbal Texturepack ? I mean, your face does swell up in space right.....
  4. Sounds like you're onto something @Pappystein. Keep me posted. Still trying to get the deploy animations running for the nozzle extensions.... but not getting far....
  5. Having already bugged Raidernick about it, has anyone made any progress updating the URM pack (either by mm patch or getting permission from author)? Am I going mad, or is there no trace of any animation for the extending nozzles in the cfg files? I was hoping I could tinker about in there and at least get it running on my install, but alas, my knowledge of these things is limited at best...
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