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Heyo!!

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Everything posted by Heyo!!

  1. Hey there! Enjoying the mod but was curious if there were were some known issues with it and the Distant Object Enhancement mod? I have noticed that DOE flares work with Research Bodies scope but those flares are not visible when using vessel with Tarsier scopes.
  2. Anyone had any issues with LifeSupport causing the intro screen to go to a black background with Kerbals helmets and spacesuits greyed out like they are covered in paint? It only happens when I install Life support. When I revert it back (installing MKS over it) it seems to dissappear. I wouldent think Lifesupport would have any issues with textures etc.
  3. Thumbs up to this and then some! I know you have a lot on your plate and not enough help - might chip in myself at some point for some maintenance if that's helpful - but one of the struggles I think many players have with KSPIE is that a lot of the detail and minutiae starts to wash over you as options expand. I consider myself a novice when it comes to my skill with building using KSPIE and in understanding its intricacies, so little stuff like this really help flatten out the learning curve and make this more Kerb-alike. Quick information dumps that highlight relevant and important stats/aspects of parts and systems...I think this inclusion will bring a little more comfort to us casual users! The overload of percentages and ratios really detract from the mod IMO. I appreciate complexity but the complexity of slightly relevant details in volume start to overwhelm at times! Whatever the reaction to my comments, your doing an amazing job and I look forward to every update. Thank all involved with KSPIE development for the work you do it is TOTALLY appreciated!!!
  4. Can anyone help me out with waste heat management using an upgraded Antimatter reactor. I'm putting up my first beamed power network starting with an Upgraded AM reactor. Maybe I'm misunderstanding waste heat management but it KSPIE heat management tab says its outputting 1000 GW of heat and using 16 upgraded graphene radiators, Im only hitting 100 GW of that. Am I going to need 160 of the things to make it work or resize them? Maybe I just dont get it but it seem like 160 radiators to cool one reactor just seems a little out of balance. Iv been watching videos of people launch them into orbit with 4 radiators...am I just doing something wrong here? lol *NM I reread back to a post Freethinker made regarding thermal power.
  5. Yes thanks, English is third language so I do appreciate the corrections! What you posted does make sense and is in line with my own understanding of the various systems at play in the mod. Based on the issue I noticed from an earlier post by Baladain, I am going to assume the issue I am having is apart of a general issue that the team will address. He mentioned something about "physics load" - I am unsure of his problem in a larger sense but since the systems seem to be stressed and breaking during heavy load or increased speed in the game time via speed up/slow down options, I wonder if it's related... Is Rover or any other team members would like an save file of the behaviors I mentioned please feel free to let me know, I will be happy to look through and locate the corrected one! Thank's for all the hard work and really appreciate the efforts! Love the mod and the challenge it presented that I found lacking in vanilla KSP!
  6. Sry English* lol What I mean is that I turned on ALL the Cupola's, Viewport's etc. and wasent sure if this was the cause (as if maybe its caused by my misunderstanding of the "Start Habitat" toggle) - correct me if I'm wrong, but ALL attached habitat components that have the "Start Habitat" toggle should be turned on to take advantage of the multiplier's? If this is the case, yes I had them all turned on. What made me mention this was my unfamiliarity with the process. From what I have read, the Kerb's dont "Switch" to the various habitat attachment's as time passes, but instead reside in whatever component you assign or transfer them too and the mod keeps track of the "Habitat" value to decide when to flip the behavior of the Kerb from "active" (performing a task etc.) to "inactive" (tourist). I included that suggestion as to the cause in case I was wrong and the Hab timers were expiring cause they were switching between a high hab component and a low hab one such as a viewport. As an aside, what does the "Life Support" option affect? Like if I have "Life Support" toggled "On" in more than one component, could this cause an issue?
  7. Sorry to double post just got lost back a page or two! Yes! I dont know if it's my implementation, if I misunderstand the process involved with enabling/disabling the habitability toggle or a possible little glitch. I normally have attached multiple Cupola's and Viewports to the outside of my science lab or fuel tanks to up the multiplier, then once I launch, Ill enable them all and switch on all life support options (such as the science labs).
  8. Hey! Had a question for you MKS vet's out there, I'm having an issue with Hab timers... The issue I am having is that the hab timer's seem to expire WAY to quickly when switched to a vehicle. For instance I'll have a ship built with enough various cupola's and viewports etc. to ensure a short 2 year period of habitability. When I am in the complex view, with time increased, the hab timers work as advertised, slowly ticking down as time passes. When I switch to the vehicle and speed up time, the hab timers will go from 2 years or whatever to orange then will expire. The most common resolution was to just exit ship view, go back to the space port then switch back to the vehicle. After 15-20 seconds the hab timers will reset and I could restart whatever activity the Kerbs involved in ( in this case I had a ghetto science lab setup to burn down some data over the span of a few years in career mode landed on Minmus). I would go to space port view, speed up time to run off 500 science in about 70-80 days or so, then swap back to transmit - rinse,repeat until I burned up all available data and the hab timer was reaching it's end. It's not a deal breaker by any means, but with switching and loading and sometimes having to transfer Kerb's back and forth just really aggravating the experience. I can submit some pics or video if what I am describing is a little unclear
  9. Hey! Had a question for you MKS vet's out there, I'm having an issue with Hab timers... The issue I am having is that the hab timer's seem to expire WAY to quickly when switched to a vehicle. For instance I'll have a ship built with enough various cupola's and viewports etc. to ensure a short 2 year period of habitability. When I am in the complex view, with time increased, the hab timers work as advertised, slowly ticking down as time passes. When I switch to the vehicle and speed up time, the hab timers will go from 2 years or whatever to orange then will expire. The most common resolution was to just exit ship view, go back to the space port then switch back to the vehicle. After 15-20 seconds the hab timers will reset and I could restart whatever activity the Kerbs involved in ( in this case I had a ghetto science lab setup to burn down some data over the span of a few years in career mode landed on Minmus). I would go to space port view, speed up time to run off 500 science in about 70-80 days or so, then swap back to transmit - rinse,repeat until I burned up all available data and the hab timer was reaching it's end. It's not a deal breaker by any means, but with switching and loading and sometimes having to transfer Kerb's back and forth just really aggravating the experience. I can submit some pics or video if what I am describing is a little unclear
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