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klugeh01

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Everything posted by klugeh01

  1. The scrubber module lowers the co2 content in your vessel, and I believe if you have storage for carbon dioxide the co2 gets stored there (as carbon dioxide)
  2. Ah, turns out there's a separate set of rules that determines resource supplies in pods. It's explained in the wiki under Rule Framework -> Supply. Alternatively, I think you can set the amounts on a per-capsule basis by adding entries in a profile, but I'm not sure on the syntax or structure required.
  3. I'm not sure about the values for the food and water, but the amount of oxygen is multiplied by the volume of the container.
  4. I couldn't be sure you didn't mean for it to have a shorter life, being available so much earlier in the tech tree than the engines from your mod Note: I enjoy the added challenge with the Kerbal Atomics + NFE, having to give more lead time before maneuvers to heat up the reactors.
  5. Thanks, for right now I've added another zero to the input ratio, giving the engine a core life similar to the other NTRs
  6. The monitor window no longer seems to accurately handle water supplies. It shows how long the current supply of water would last with no recycling, regardless of whether or not the recycler(s) are running. Note: the recyclers still work, the monitor just isn't calculating the duration properly. The planner in the VAB performs the calculation properly. Edit: it alternates between the expected duration and 'perpetual' depending on whether or not the recycler is running, due to waste water being generated all at once. My best guess is that when there is no waste water, the recycler doesn't run; then when the waste water is generated, the recycler starts running and the projection changes to 'perpetual' because water is being generated but not consumed.
  7. @ShotgunNinja, does Shielding reduce radiation coming from parts with the emitter module?
  8. Hey, have you seen my post in Kerbal Atomics?

  9. For some reason Kerbalism does not seem to be simulating EC generation from NFE reactors. I have a ship in orbit around Kerbin with a Kerbopower generator running at max and as soon as I jump away from the ship it is as if the reactor shuts down. Is anyone else getting this behavior? Edit: It seems to be an issue with Kerbal Alarm Clock's "jump to ship" functionality, and loading one of the automatic backups from KAC has restored functionality.
  10. @Nertea, I noticed something odd last night, and just spent a little while looking into it. It appears as though the rate of consumption of Enriched Uranium and output rate of Depleted Fuel for the LV-N 'Nerv' don't match. The config shows: ... INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.0027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } ... Is this a typo? If so, which rate is correct?
  11. While I no longer need this visual pack when on my primary computer (now a custom desktop I built myself) it makes the game much more enjoyable when I'm traveling and using my laptop. Keep up the good work, @panzer1b!
  12. Is there any way to add support for an additional resource conversion process? I would love to use this with the Ground Construction mod, but the chemical process rules overwrite that mod's patch for the resource converter, and make it impossible to produce materialkits (a CRP resource). Edit: I've successfully modified the default profile to work, it took me about an hour to realize that my editor had saved it as a .txt, and thus the mod wasn't reading it as a valid profile.
  13. It appears as though the chemical plant does not have a group assigned in its .cfg, so it doesn't show up in the VAB under any of the default groupings. I was able to find it by sorting on size category (advanced tab), but I haven't looked elsewhere.
  14. Any progress on making this compatible with KSP 1.2.x? I just discovered this whole playing with my new Ornata Chroma and was disappointed to see it is not compatible with the current version
  15. @LaytheDragon How did you remove the atmosphere layers? Also, if I wanted to remove the glow layers, how would I do so? Edit: I am also getting an odd effect in Kerbin Orbit where the atmospheric extinction effects from Scatterer flicker or appear/disappear suddenly at certain viewing angles, and I'm not sure what the cause is... Any help would be much appreciated. I do not get this effect with just Scatterer installed.
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