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IceCube

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Everything posted by IceCube

  1. From my experience it has always been the case. So I am only using that pop up to check what missions are available.
  2. I was really surprised to see Remote Tech now tagged as supported in the mod compatibility list. I installed it and still get a warning about "partial support". Checked the change log and cannot see any recent change indicating remote tech compatibility other than in the compatibility list. Is this likely to break my game at some point or am I good to go? So excited about that integration lol
  3. Ok it is intentional! Understand where you are coming from I was just using it as an additional storage space for my experiments lol. All good for the mechanic I am already using it. One small thing though. Before we could see on the science experiment UI how many slots were available. In the research tree there is still some ways to increase the storage of the mystery goo I believe. So If I understand your point well, when your mystery goo has increased capacity you can still store several experiments but you are not able to configure how many slots you want the experiment to have in the VAB. is this correct?
  4. I can see it too on the pods. But not on the mystery goo nor the materials bay. Apologies just realized I was not specific enough in the description initially Do you mind having a quick look with those parts please?
  5. in Kerbalism 3.3 sample capacity cannot be selected in VAB and in flight there is no more mention of the number of slots available for an experiment. Reverted to 3.2 and it is there. Is it an intended change with the new version or is now available somewhere else and I missed it? Thanks guys! Playing career with KSP 1.8.1 and limited mods (KIS, KAS, Scansat and some contract packs)
  6. Thanks for the quick reply guys! I might give it a try with a tiny outpost able to cater for an engineer’s need and see how it goes from there. Mining the proper ressources might be an issue as stated! cheers btw I love the complexity of the mod and the fact that you need to spend much more time in the vab to plan everything out!
  7. Can someone confirm whether kerbalism is meant to allow 100% sustainable bases on a given planet? Mainly due to food as the description of the green house specifies that greenhouse is mostly there to provide oxygen? I am trying some early design for the first time to understand the full rss process flow and clearly can’t manage to get a sustainable food generation unless I am adding a crazy amount of greenhouses for a very limited number of kerbals. maybe some additional mods allow that? I’ve noticed that space station redux add greenhouses with a better return on food. Mod has too many parts for my potato mac though. Might only use the greenhouse parts. Maybe planetary base mod? Thanks for the feedback and happy new year to all
  8. Right click on your science part. It will let you know how many science you have collected vs. how many science is available. Unlike stock you do not lose science based on your % of connection with ksc.
  9. thanks a lot for your quick help on this! I’m gonna make sure not to autostrut everywhere. I guess as I unlock better parts I should be able to avoid noodles. I might assemble more vessels in orbit too rather than attempting crazy launches from the launchpad. thanks for the tips bud!
  10. Thanks @Francois424! It almost worked! Fixed my fairing, tank, and heat shield rotation! Awesome! only my engine remains tilted but I think I can manage (have a rescue mission otw just in case). Thing is I can’t toggle autostrut for the engine. The button is there but does nothing. I went back to vab and looked at the craft and this engine and tanks that are impacted are labelled “autostrut locked to grand parent part”. Maybe that’s the reason why I can’t change it. Anyway I am considering removing advanced tweakable to avoid that issue. Or maybe not use it unless I really have a spaghetti design? What’s the best thing to do? Just add real struts where I can? I mean it does add some nice story telling to my playthrough but Kerbalism is already unforgiving enough!
  11. I am facing some issues with ships loading with tilted parts (mainly engines and tanks). They are slightly off their axis upon loading. i tried reloading from tracking station, quick save/load, restart. Still there. It happened twice in my current playthrough. Once with a ship in Mun orbit and once in Minmus orbit. playing ksp 1.8.1 with Kerbalism, kas, kis, missing history and the near future mods. i was able to salvage my mun mission as the engine was only slightly off its axis but for the minmus one I just can’t control the ship and bring my kerbals back... any idea how I could fix this? thanks!
  12. Thank you Sir Mortimer, got it. Will pay closer attention to the in game info provided! about the scientist any kerbalism related specific purpose?
  13. Hey mindstalker, yep bud that wiki indeed. But in the table it says engine -> engineer unless I am not looking at it right. Or I’m thinking maybe it’s because it a restock engine and therefore not recognized. thanks lord, didn’t know it was showing up in the vab! will jump into the game quickly to check that right away and confirm the engine name. Happy thanksgiving/Thursday to all Edit: looks like all engines in VAB mention repair : everyone. should have paid more attention to this! Thanks again
  14. Hi all, So I am in the infancy of my hard mode career playthrough and just noticed that my pilot was able to repair an engine that failed. However in the wiki it is mentioned than only engineers can do so. That kind of saved my first mun mission so not gonna complain but can I assume it will always be the case or did I miss something? also I am wondering what are scientists used for in kerbalism? Since it is mentioned that Goo and Meterial bay can’t be rest once depleted what value would a scientist bring to a mission beyond manning the lab? love the headache around planning manned mission it’s awesome! playing ksp 1.7.3 with scansat, restock and +, kac, transfer window planner, kis and kas. thanks!
  15. While trying to play in 1.8.1, I noticed that the filters for the science archive do not appear. Only ability to chose "known subject". "Filter by researched" and "Filter by ROCs" are not there. Reverted to 1.7.3 and filters are there. Both tests done with Kerbalism dev build 3.1.0.0. Hope it helps
  16. About that. When talking about probes, I saw in the manual that Engineers at Mission Control have a chance to repair any failure. There is nothing I have to do right? This will be done automatically if it kicks in? I just have to wait and pray? Giving how fatal it can be for my kerbals I am using probes quite a fair bit at first. Until I can safely manage that 30 days in orbit mission that is! Thank you for the reply Sir! Well noted on the sole panel I really like the redundancy component, makes mission planning so much more fun.
  17. A big shout out to the team for putting together this piece of art. The science mechanisms are amazing and this mod is just giving me the feeling I am playing an entirely new game! I also love the fact that you now need to actually be aware of your surroundings. Amazing! The integration with Unkerballed Start is also great! I am totally new to Kerbalism and already raged quit once after my engine failed and I had no redundancy lesson learnt I guess. Quick question about that: is redundancy random during the entire game or is there a pattern where the more you use a part the less likely you are to have a failure? I know one mod provides this reliability improvement over part usage but just wondering if Kerbalism does? Asking this out of curiosity only and to make sure I am properly planning my missions. Iron man mode is on... (never thought going to the Mun with a Kerbal would make me sweat that much!) I have also noticed that in the VAB Kerbalism sometimes doesn’t take into account my solar panels. This can be easily fixed by removing the panels and then putting them on again. Not a big deal, just thought of sharing it. I am playing in 1.7.3 with latest dev built and only a few mods (unkerballed start, universal storage, restock and +, scansat, KER, capcom, tourism + and base and stations reborn mission packs).
  18. Thank you Brigadier and JPLRepo, appreciate the follow up and support!
  19. Thanks Stone! Yeah I am aware of the changes on the unity game engine and that it does require a lot of work from the modding community. Taking advantage of the new feature would be sweet for my game but not going to request any changes in the earlier version of the mod. I have a lot of respect for the modders and the work they put in. not to mention it’s just for Minmus so I can do without it and like develop the story telling accordingly (maybe just force me to wait a month or so with a probe in the SOI before doing anything else) I’m not sure I can try a new install though, as it would imply starting a new campaign to make sure it integrates with all mods and doing a fly by of minmus is not possible before I get a couple of hours in. That’s why I thought of asking the question here. thanks for your quick reply bud!
  20. First of thank you so much for this mod! I am playing a heavily moded career mode on hard and research bodies makes it definitely more interesting in term of choices about where and when to invest in a new body. thank you for the remote tech integration for the TB-75. Nice addition although I was just making ships as if they needed antenna anyway (unlikely to get that beast unlocked and in orbit before your comm network is in place). I am very interested in the progressive discovery you have set for the 1.8 update. I am thinking about how to go for minmus. I am still at the early stage of the career, mainly probing the Mun. I have identified Minmus but not sure I want to invest the 300k to research it. Funds are tight and I’d rather invest into Duna, where for sure I can’t just bet on luck to get an encounter! I was considering sending a probe to Minmus but I would like to benefit from the 30% discovery increasing over time rather than have it researched right away. would the latest update work with ksp 1.7 if I get the proper contract configurator version too?
  21. I was counting on KAS and KIS to trick the game by connecting the science experiments to a power and communication module but unfortunately those parts can’t be connected in any way.
  22. Here is the issue I think bud: your Kerbin network needs to be much more basic at the start. Just grab a simple omni antenna and 2 HG-5. Target the Mun with the first HG-5. The second one needs to target active vessel. To have full coverage of Kerbin you need 3 satellites with exactly the same orbital period (aim for about 825k km altitude). That way you’ll always have connection and you won’t have to touch them ever again. Your network around the Mun needs the same basic configuration, with 1 HG-5 targetting Kerbin and 1 active vessel. 2 satellites will do for a start. Orbit should be around 250k km. You can also right away upgrade your Kerbin network with more antennas, say to use this first network to cover Kerbin SOI. You should only use the 60GM for interplannetary communication. Again the cone is very narrow on this baby. I always start with a Kerbin SOI network first. Just to get things in position. It will help later when you launch a much more complex satellite network to cover all of Kerbol SOI. @jamqdlaty I understand from Taxi Service’s comment that he is currently working on integrating the new dlc with RT. Just hope it comes soon as I do!
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