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klugeh01

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Everything posted by klugeh01

  1. @Drew Kerman, My guess would be that "Nominal" means "zero rads/hour"
  2. @Drew Kerman, I don't know which version of Kerbalism that screenshot is from. Can you take a screenshot in LKO? Unfortunately I do not have access to my personal computer at the moment, or I would check myself.
  3. @Drew Kerman, can you clarify please? When I have the part on a craft the current radiation level is visible in the 'Environment' section of the GUI: (image taken from the Kerbalism Wiki)
  4. Which sections did you make changes to? I'll happily jump over it to see if I notice anything that could be causing your problem. Edit: After looking at your profile, the only thing that sticks out to me is that you've used parentheses in your process titles. I'm not sure if that is the issue, but it may be worth looking into.
  5. @Andrea Galimberti In all seriousness, though, feel free to message me if you want help installing/managing your mods without CKAN. In my experience it causes more problems than it fixes.
  6. @The-Doctor, better bring spares for everything mission critical, then...
  7. @lordcirth@The-Doctor, I can confirm that using KIS/KAS to physically replace parts adds a wonderful element of realism. Nothing quite like sending a drone rocket up to rendezvous with your asteroid tug to resupply it with everything from solar panels to replacement drills and nuclear fuel (I also use NFT)
  8. @The-Doctor, can you use KIS to bring spare parts?
  9. @Waxing_Kibbous, I don't think it is currently implemented, but it may be possible to write a patch for reliability in DeepFreeze, making it much more balanced. As it stands, Deepfreeze is balanced by the amount of resources required for freezing/waking up a kerbal. If something critical fails on your ship (not a DeepFreeze part), you may have to wake up your engineer to fix/replace it. If enough parts fail, you may not be able to wake up your entire crew, or risk not being able to put someone back into stasis...
  10. Kerbalism is compatible with the DeepFreeze mod, which allows you to put your kerbals into stasis for longer flights. Watch Passengers for an idea of the implications
  11. @lordcirth, do you get the same issue when using the stock tanks switched to hydrogen?
  12. Which tanks are you using? There are multiple patches which add cryogenic tanks, and it might help to know which set of tanks is causing the issue. Do you get the same problem with all cryo tanks?
  13. @Laythe Dweller, kerbalism does not touch any of the conversion functions that other mods add, but it does add some of its own. The atmospheric sensor part allows you to harvest CO2, Oxygen, or Nitrogen from the atmosphere (configurable, 1 slot), the chemical plant is a new part that is available early in the tech tree, and only has conversion processes from kerbalism (configurable, 1 slot), and the stock ISRUs lose the stock conversion processes, but gain all of the processes from kerbalism (configurable, 2 slots for large, 1 slot for small) and also get all conversion processes added by other mods. Kerbalism processes are: Antraquinone Process: combine hydrogen and oxygen to get oxidizer (hydrogen peroxide) Sabatier Process: combine carbon dioxide and hydrogen to get water and liquid fuel (methane) Haber Process: combine nitrogen and hydrogen to get ammonia Solid Oxide Electrolysis: extract oxygen from carbon dioxide (allows you to make your oxygen supplies last longer by storing carbon dioxide produced by your ship's scrubbers and extracting the oxygen from it and dumping the carbon) Molten Regolith Electrolysis: extract oxygen from ore Water Electrolysis: split water into hydrogen and oxygen Because you can mine for water and ore, and your kerbals produce carbon dioxide (assuming you have a functional scrubber and storage for CO2), it is possible to produce both liquid fuel and oxidizer if landed in a location that has both water and ore available for mining. The wiki has most of this information, and the release notes have additional hints as to what this mod is capable of.
  14. The file that adds those functions is the default profile in Gamedata/Kerbalism/Profiles. If you want to convert between hydrogen and liquid hydrogen, you'll have to add a new process (not super simple, but if you follow the patters established in the other processes and processmanagers it should work). As for oxygen/oxidizer, they are different chemicals, and there are already chemical processes in the mod for the generation of oxygen and oxidizer
  15. the atmospheric sensor gets the ability to filter gases from the atmosphere, and the chemical plant and ISRUs have the ability to perform various chemical processes
  16. @Schtiebuu, can you be more specific? What exactly is it doing? I use Kerbalism with KIS/KAS without issues.
  17. @karst45, IMO you should always use the latest release of a mod. If there is not a pressure control module on your ship (right click the part either in the VAB or flight, you should see 'Pressure Control' listed), then the pressure in any pressurized compartments will gradually fall. In the most recent release, the greenhouse does have a pressure control module, but the habitat is set to 'disabled' by default, so I believe you'll have to turn on the habitat in order for the pressure control to run. Depending on which version of the mod you're currently using, you'll want to edit the amount of life support resources (_scrubber, _PressureControl, etc...) in manned ships that you have previously launched, otherwise your crews will quickly die. This is due to a change in the way the life support systems are managed that provides compatibility for parts with more than 4 crew.
  18. @SchrottBot, look at the Stage Weight. Engines that use cyogenic fuels (Atomics and Cryo engines) are far more efficient in terms of mass, but your stages will be much larger in terms of volume in order to achieve the same mass. Try adding fuel tanks to your LV-N and Chelyabinsk versions until they're the same 43 tons as your LV-96-6 stage, and then look at the dV you get Yeah, it can be a PITA to launch that 'big' of a stage, but you get much better fuel economy, and if you launch the stage in one piece, it will be cheaper (in terms of booster stage cost/dV) than launching a more dense stage with lower specific impulse.
  19. Do you have V-sync on? If your monitor's refresh rate is 30hz, your frame rate will be limited to 30hz with V-sync. On the hardware side, it could be that your CPU is the choke point, as my understanding is that the physics calculations (which are done on a per-frame basis), use your CPU, and are a large portion of the performance demand of the stock game. For reference, I have a GTX 1070, 16Gb of RAM, and an i7-6700K and get about 90-120 FPS on a heavily modded game with SVE. You should be just fine to run stock with SciFiVE on your build, and I would expect 60+ fps, as I got more than 30 on my laptop with stock + SciFiVE. PS: I got caught by the V-sync thing when I completed my current build. Started a new game totally stock and couldn't figure out why I was only getting 60fps from a computer I had literally just assembled.
  20. Do you have a capsule with a pressure control system? If not, that could be the cause. As for why it only does so during the night cycle, I guess make sure your ship has enough battery to keep everything running through the night. The electricity section of the planner can tell you how long your ship will last in shadow if you click the little star at the top of the planner so it is black, and there is a section at the bottom of the planner (you may have to use the little arrows to switch to it) that will tell how long your ship will be in shadow given the specified orbit and body (set at the top of the planner by clicking on the body and situation)
  21. @geb, I've already raised this as a bug on github. If I took the flag back down I could reenter the capsule with full control. Note: I never really lost control because I put MechJeb cases on all of my capsules, but this sounds exactly like the bug I've been seeing.
  22. @geb, you could use something like TAC Fuel Balancer, or just manually lock the life support resources on your reentry capsule, only unlocking them just before reentry. I also recommend not decoupling until just before or after you enter the atmosphere. Depending on your descent profile, your kerbals won't suffocate during reentry, they'll just get *close*
  23. May sound silly, but have you tried re-installing the mod? Otherwise, if you've edited any of the config files you might want to double check and make sure you haven't accidentally added a second 'configure' module to them @ShotgunNinja, is the ability to reconfigure parts after launch WIP? I noticed the flag in the module, but there don't seem to be any reconfigurable parts... or am I just missing something?
  24. Go to Gamedata\Kerbalism\Profiles and look at the 'classic' profile, I think that's the one you want. It makes Kerbalism behave similarly to the way it was before v1.1.5
  25. Create a custom profile, there's some pretty good documentation in the wiki, and looking at the different profiles that are packaged with the mod should give you a good start. If you have any more questions feel free to ask.
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