Krymson Skorpyon
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Everything posted by Krymson Skorpyon
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Update - this is strange. When I send my engineer on EVA and then have him re-board the craft, the CAF-5 inflates to 1.69. This is consistent regardless of how long the EVA lasts. When I send the engineer on a second EVA and then have him re-board the craft, the CAF-5 deflates back to 0%. Let me know what information I can provide to help troubleshoot this.
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Okay, I'm sorry if I'm dense, but I can't see any information in the part description in the VAB regarding "inflation requirements" for the inflatable habitats or centrifuges, and when I launch a simple test harness with a capsule (containing a pilot, an engineer, and a scientist), a CAF-5, a big stack of batteries, and two big pressurized tanks (one O2, one N2), the thing won't inflate. I click the Habitat button, it says "Inflating ... 0.00%", and nothing moves. I do not have MKS installed - it never showed up as a prerequisite. What am I missing/doing wrong?
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@Kerbaloid In KSP 1.10.1 and earlier, you didn't have the option to put jetpacks and parachutes in the Kerbals' inventories separately, because inventory slots for jetpacks and parachutes did not exist until 1.11 (the notes that you yourself quoted in your first post said as much). In KSP 1.10.1 and earlier, jetpacks and parachutes were part of the Kerbals' "standard equipment" by default. In KSP 1.10.1 and earlier, when my Kerbals went EVA, they had jetpacks and parachutes on them. @OHara posted a link to an item on the KPS bug-tracker site that describes this very behavior.
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@Martian Emigrant and @pandaman, thanks. I was afraid it might be a matter of "when the developers upgraded the program to add those inventory slots they did not put the jetpacks and parachutes in the inventories of Kerbals who were already in flight." As a software developer I think that's a horrible oversight, but est quod est, I suppose. I hate the notion of cheating to fix it, but given that the developers f***ed up that part of the upgrade, I'm going to cut myself the required slack. Thanks for your information - it was helpful. @kerbiloid I saw that announcement. If you'd read my question you would have seen that I was talking about vessels that were in flight - the irrelevance of your "recommendation" is exceeded only by its condescension.
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[1.4.x] - KerBalloons v0.4.4 - Real Science?
Krymson Skorpyon replied to Fengist's topic in KSP1 Mod Releases
That will be wonderful -
[1.4.x] - KerBalloons v0.4.4 - Real Science?
Krymson Skorpyon replied to Fengist's topic in KSP1 Mod Releases
Thanks, @linuxgurugamer, but that's a little beyond my reach. I guess I'll have to wait for someone better equipped for this to step up and release a 1.10 version of KerBalloons. -
[1.4.x] - KerBalloons v0.4.4 - Real Science?
Krymson Skorpyon replied to Fengist's topic in KSP1 Mod Releases
For those of us (like me) who aren't modders, can you provide instructions on how to adopt the mod without the normal ZIP file download? Pretty please? -
[1.4.x] - KerBalloons v0.4.4 - Real Science?
Krymson Skorpyon replied to Fengist's topic in KSP1 Mod Releases
Anything new here? I miss my balloons... -
Is there a "simulator" in KSP?
Krymson Skorpyon replied to Krymson Skorpyon's topic in KSP1 Discussion
I broke down and created a sandbox game and alt-f12'd my stuff into place to test it. Pro tip - the lander probe that works fine on Duna? Eve chews it up and spits it out without even so much as a burp -
Yes, yes, I know - KSP is a simulator. What I mean is this: is there a way to test in-game how a craft will behave in a given situation, other than to make a save, cheat the craft into that situation, and then run the game? I have a science lander probe design for atmospheric bodies, and I want to make sure I have enough parachute for a soft landing.
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Forgive a noob question (and I hope this hasn't been covered already - I didn't find it when I did my search), but what is the "Thrust Window" that is supposed to unlock when I research "Advanced Flight Control"? I can't find documentation for it, and I don't see it in the sandbox game that I started up to look for it.
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In the administrative building, there are options to get a one-time infusion of cash by "selling" reputation or research. I don't see an option to spend a chunk of cash to get reputation or research, though - just long-term policies to trade it on a mission-by-mission basis. Am I missing something?
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Are there other prerequisites to do an "emergency harvest" from the greenhouse? I looked in the Kerbalism Wiki on GitHub and it just says that you can do it. When I right-click on my greenhouse, I don't have an "emergency harvest" option, and I don't see food as a transferrable resource.
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I'm sorry if this has been addressed before - my forum search skills are pretty weak. Where will I find documentation/guidance on incorporating life-support components from other mods (e.g., hydroponics from Near Future) in my station and long-range-vessel designs? So far, the best I've come up with is "build it in the VAB and sim it out manually". I asked about that in the Near Future discussion thread, and the only suggestion so far is "Ask in the Kerbalism discussion thread".
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[Most 1.12.x] Near Future Technologies (August 26)
Krymson Skorpyon replied to Nertea's topic in KSP1 Mod Releases
I'm sorry if this has been addressed before - my forum search skills are pretty weak. Where will I find documentation/guidance on incorporating hydroponics in my station and long-range-vessel designs? Specifically, calculating what I need for Kerbal life support? I run the Kerbalism addon, so I have to pay attention to such things. Thanks!