Lightwarrior
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Sr. Spacecraft Engineer
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Noticed a weird thing - female kerbals do not drain monoprop from the pod when exiting it. Probably a bug. Also, is there any way to completely turn off fuel cells? They seem to activate regardless of on/off switch when "needed", which is very inconvenient.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Lightwarrior replied to Nils277's topic in KSP1 Mod Releases
One thing i noticed while trying to use stock small radial engines to land and fly around on minmus is that different wheels have different height, which makes using different wheels on a single rover completely impossible. I just removed wheels from the middle, where engines are, but it seems to be a little bit strange... is it intended? -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Lightwarrior replied to Nils277's topic in KSP1 Mod Releases
After the update with kerbalism installed fuel cell now has both stock and kerbalism converters, i suppose removal of stock converter needs to be added to kerbalism support config... -
It seems like EVA batteries are far too weak... is it intended, or just an oversight? Would not it be logical if they lasted for ~hour, just like oxygen, instead of ~12 (~10 with lights on) minutes they last currently?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Lightwarrior replied to TaranisElsu's topic in KSP1 Mod Releases
NeoAcario , Those problems with EC are KSPI problems. If you will remove KSPI it will work fine. They seem to be caused by any KSPI part that CAN consume EC, like cryostats, fusion reactors, antimatter tanks, etc. And it does not matter if you have megajoules available, if part can consume EC it will cause problems... Only one thing TACLS does to make it worse - it halts timewarp when EC runs out. But... you can disable this, and you kerbals will die.... -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Lightwarrior replied to RoverDude's topic in KSP1 Mod Releases
This new engines will work with Near Future liquid hydrogen tanks, right? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Lightwarrior replied to Arsonide's topic in KSP1 Mod Releases
Ok, thanks, good to know that this problem is already known. One more question, can i somehow repair save which already has this problem? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Lightwarrior replied to Arsonide's topic in KSP1 Mod Releases
There seem to be some problem with Klaw, when trying to capture asteroid nothing happens and "NullReferenceException" lines apper in log. [LOG 15:25:31.947] [Grapple Module] Grabbing on to Ast. ANG-205 on Ast. ANG-205 [EXC 15:25:31.949] NullReferenceException: Object reference not set to an instance of an object FinePrint.Contracts.Parameters.AsteroidParameter.OnDock (FromToAction`2 action) EventData`1[GameEvents+FromToAction`2[Part,Part]].Fire (FromToAction`2 data) Part.Couple (.Part tgtPart) ModuleGrappleNode.Grapple (.Part other, .Part dockerSide) ModuleGrappleNode.<SetupFSM>m__F6 () KerbalFSM.RunEvent (.KFSMEvent evt) KerbalFSM.updateFSM (KFSMUpdateMode mode) KerbalFSM.FixedUpdateFSM () ModuleGrappleNode.FixedUpdate () [LOG 15:25:47.304] [Grapple Module] Grabbing on to Ast. ANG-205 on Ast. ANG-205 [EXC 15:25:47.305] NullReferenceException: Object reference not set to an instance of an object FinePrint.Contracts.Parameters.AsteroidParameter.OnDock (FromToAction`2 action) EventData`1[GameEvents+FromToAction`2[Part,Part]].Fire (FromToAction`2 data) Part.Couple (.Part tgtPart) ModuleGrappleNode.Grapple (.Part other, .Part dockerSide) ModuleGrappleNode.<SetupFSM>m__F6 () KerbalFSM.RunEvent (.KFSMEvent evt) KerbalFSM.updateFSM (KFSMUpdateMode mode) KerbalFSM.FixedUpdateFSM () ModuleGrappleNode.FixedUpdate () -
Vista is very powerfull engine, capable of launching 100T craft to kerbin orbit with 15500ISP. It should be expensive. And it also containts very-very expensive tritium. If you tweak tritium out it will be much cheaper, but you will need to produce tritium... As for cryuostat price... it's a bug, it can be easily fixed in .cfg...
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This is incorrect. He3 is now tweakable in VAB, it is expensive, but available. And you do not need to shutdown fusion reactor and use EVA, modes can be switched in context menu. You do not even need fuel for this, you can switch modes anyway, and if fuel is not available reactor will just shutdown.