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Zander

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Everything posted by Zander

  1. haha don't worry it was just a simulated test at the KSP. This mod has real potential but TaranisElsu I have some recommendations I think would really improve it 1. Take away the TAC prefix from the resource name. Nobody is going to be using 2 life support mods at once so you dont need to prefix it. Just have the resource names be oxygen, water, and Food. It breaks the immersion to see TAC_Oxygen instead of just Oxygen. 2. for waste water you can convert it. But CO2 and waste cannot, Normally astronauts either use single-use CO2 scrubbers in which case they would be added to waste, or on the ISS they absorb the CO2 and pump it into space, in both cases it would not need a bar in the resources menu at all. So I recommend you remove the waste water and CO2 bars completely for the most realistic representation. 3. I have an awesome idea for waste. Have it fill up the ship and give the crew an option to have waste collection from another ship after docking which can take it back to kerbin. OR the option to eject it into space. The first one is more troublesome but the second one will spawn a debris object in space which will be floating around and create a risk of colliding with other ships. 4. the resource tanks are so ugly and cartoonish. No space agency labels their tanks like that. I recommend reconfiguring the standard tanks to hold the resources. (I have attached an example with standard squad repurposed tanks you can try out.) http://www.filedropper.com/taclifesupport this is a great mod you have going, please keep working on it and contact me if you want help.
  2. Wow guys you are awesome for doing this. I have always wanted this and playing it is Amazing. Getting to orbit is extremely difficult now. I think the main problem now aside from getting kerbal space port back where it should be is the textures. The textures are now very blurry and stretched. Is this something that can be fixed? will new bigger size kerbin textures need to be made?
  3. Hi I tried the mod. When my kerbals ran out of power they died as expected. But It took them far longer than 3 days to run out of water and food. it took them 3 months. and then another 3 months after they ran out to die of dehydration. oxygen also ran out after 3 months. but they did die after 5 minutes of no oxygen
  4. Hello can someone help me. I heard that this mod increases the object disappear distance from 2km to 100 km or so. How does the mod do this? I would like to do it to my game but i don't want to install the entire mod (even though it looks very impressive). thank you
  5. the way this mod is distributed is terrible. You have to go in and find a zip and extract it into the right place. i keep getting it wrong and the mod gets completely screwed up and I see like 2 of everything or stuff missing. separate it into 2 versions a core and an advanced and just make it so the advanced version can be pasted into gamedata and it will already contain the file structure and overwrite or add the necessary files. There's no reason it needs to be so complicated. I dont consider myself that computer illiterate and I screwed up the installation multiple times.
  6. I am having a problem with the latest update to .21. Kerbals are being killed even though there is full oxygen and no co2. They just seem to randomly die and disapear from the craft some short time after launching.
  7. Ferram I just wanted to confirm the nosecone problem another member mentioned. Try attaching a KW 1.25m nosecone to a remote guidance unit and let it fall from space. It will begin gliding. It doesnt fall. i was able to glide a nose cone with just a remote guidance unit slowly for miles. it gets up to around 70m/s horizontally and only 10m/s vertically
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