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Orbnu

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Everything posted by Orbnu

  1. I see. Is there any way to stop this from happening? With this problem in mind, I'm not sure how to design a ship that travels far and does not stay in one big piece. Out of curiosity, if this is the case, how do other people go about making landers for ships on long-duration missions? Edit: I think I figured it out! DStaal, you were right, it seems to totally be about the staging. From what I've tested, it seems to be dependent on what the root of the spacecraft is. If the root of the craft had not been on the return capsule when I had staged, it would have counted as another spacecraft when it jettisoned and everything would have worked as expected.
  2. I have a quick question about habitation that I haven't been able to find an answer to. I built a spacecraft that included a living space section with far more than enough habitation for the crew on board. Everything went great until the end, when I ran into a problem. I had a return capsule with a heat shield and parachutes that jettisoned from the rest of the spacecraft for reentry. The instant I fired that stage, the crew inside the the capsule dropped from 160 days or so to 0 habitation and went on strike. Why does this happen? I understand that decoupling from the rest of the living space means I lose all the habitation benefits from those parts, but shouldn't it just go down to whatever the maximum hab time in the return capsule is? Thanks for the help!
  3. Thank you for all the work you've put into this! This is by far my favorite planet pack. I've been using it for a while now, and I just started a new save with aspirations of creating an extrasolar colony using MKS. I've been playing KSP since 2011 and it's modders like you that make it such an amazing and long-lasting game. Keep up the great work!! Haha, all this time and this is the first time I've posted in these forums.
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