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Nathangun

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Everything posted by Nathangun

  1. Where you thinking of this one? https://forum.kerbalspaceprogram.com/index.php?/topic/199564-mev-heavy-industries-daedalus-drives-bussard-drives-and-epstein-drives/&tab=comments#comment-3917773
  2. Does anyone know which version of Environmental Visual Enhancements works with Parallax and stock KSP 1.11?
  3. WOW! Just had a look at the latest release, you guys have done A LOT of work. Thanks @Sir Mortimer & @N70
  4. It's been a while since I played, so let me get the follow straight. The following mods no longer play nice with Kerbalism. Near Future Electrical (is it just the Electrical or ALL the NF stuff?) Remote Tech. Deep Freeze. Raster Prop Monitor (which I use for the IVA mods like Aset IVA).
  5. Gosh I wouldn't know where to start, I play KSP about an hour a week if I'm lucky. Never used the EL mod, just catching up with this thread lol. While I have your attention, are the Near Future mods no longer compatible with Kerbalism or is it still the one with Cryogenic Engines? Edit: oh the the Kerbal Atomic mod?
  6. Is EL working with Kerbalism now in 1.6.1? Out of interest.
  7. I've been mucking about with @bcink Deep Space Surface Habitat Unit Pack and using @MacLuky CFG file (in a Sandbox save), experimented with it and built a base on Ceti (GPP). I'm still playing a 1.4.3. install. The Ammonia only lasted just over a year, weird Kerbalism says it is perpetual. After 1Y & 175 Days (and two solar storms) the crew have suffered 21% radiation, more experimentation needed.
  8. Why not use the RRS rates for consumption? Rule { name = eating input = Food output = Waste rate = 3.145 // 1.77 Kg per-day interval = 43200.0 // 2 meals per-day degeneration = 0.0083325 // 30 meals, 15 days warning_message = $ON_VESSEL$KERBAL is hungry danger_message = $ON_VESSEL$KERBAL is starving fatal_message = $ON_VESSEL$KERBAL starved to death relax_message = $ON_VESSEL$KERBAL is enjoying some snacks right now } Rule { name = drinking input = Water output = WasteWater rate = 0.605 // 2.42 Kg per-day interval = 21600.0 // 4 drinks per-day degeneration = 0.0208325 // 12 drinks, 3 days warning_message = $ON_VESSEL$KERBAL is thirsty danger_message = $ON_VESSEL$KERBAL is dehydrated fatal_message = $ON_VESSEL$KERBAL died from dehydration relax_message = $ON_VESSEL$KERBAL is enjoying some drinks right now } Rule { name = breathing input = Oxygen output = WasteAtmosphere rate = 0.006895 // 0.84 Kg per-day degeneration = 0.001388875 // 3 minutes modifier = breathable warning_message = $ON_VESSEL$KERBAL can't breathe danger_message = $ON_VESSEL$KERBAL is suffocating fatal_message = $ON_VESSEL$KERBAL suffocated to death relax_message = $ON_VESSEL$KERBAL is breathing again } Rule { name = co2 poisoning degeneration = 0.000138875 // 30 minutes modifier = poisoning,breathable warning_message = $ON_VESSEL$KERBAL's head feels light danger_message = $ON_VESSEL$KERBAL seem unable to breath properly fatal_message = $ON_VESSEL$KERBAL died of co2 poisoning relax_message = $ON_VESSEL$KERBAL is breathing again } Rule { name = stress degeneration = 0.0000000011575 // 10000 days variance = 0.33 // add per-kerbal variance modifier = living_space,comfort,pressure breakdown = true // trigger breakdown event instead of death warning_message = $ON_VESSEL$KERBAL is losing $HIS_HER mind@<i>Concentration is becoming a problem</i> danger_message = $ON_VESSEL$KERBAL is about to breakdown@<i>Starting to hear voices</i> relax_message = $ON_VESSEL$KERBAL is thinking straight now@<i>Let's do it again!</i> } Rule { name = radiation degeneration = 0.1 // just use the modifier variance = 0.1 // add per-kerbal variance modifier = radiation,shielding warning_threshold = 100.0 danger_threshold = 150.0 fatal_threshold = 200.0 warning_message = $ON_VESSEL$KERBAL has been exposed to intense radiation danger_message = $ON_VESSEL$KERBAL is reporting symptoms of radiation poisoning fatal_message = $ON_VESSEL$KERBAL died after being exposed to extreme radiation relax_message = $ON_VESSEL$KERBAL has recovered from radiation exposure }
  9. You sir are top of the Christmas shopping list. Is the latest update compatible with KSP 1.4.3?
  10. Jeez, that's a good question and above my technical skill.
  11. Does anyone if KERBALISM work with Capsule Corp. Exploration ( Moon Village ) ?
  12. [Download link removed by moderator due to licensing violations] I think that's a good reason why.
  13. Haven't played KSP in a few months, my RSS/Kerbalism (KSP 1.2.2 ) keeps crashing so I'm planning on starting a newer version of the game. So from what I gathered from reading these forums is that the way signal worked has been redone or has it been scrapped all together? Also, which build is the stable one? the 'jenkins build' or the 1.5.1 (KSP 1.4.3?) ? and where I can get it. What are the known bugs? and finally, what planet packs are now supported? Thanks in advance to any replies. Interesting, which version of KSP is it compatible with? Impressive, the marriage of MKS and Kerbalism may yet still happen.
  14. About the notifications, when you click on a vessel in the kerbalism monitor, click on the cfg tab. Once you click on that you'll see a list of notification tabs (like signal, batteries etc..) with a 'green tick' on the right column, click on the one you don't want to get alerts for.
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