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[1.3.0] Kerbalism v1.2.9


ShotgunNinja

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  On 12/26/2016 at 5:13 PM, sidfu said:

can others try this modified default. think it got it where it disabled the kerbalism food and such but keeps all the functions such as keeping track of amounts and still gives warnings.

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... and now they stole my work ... No, J/K. :P Glad you did it before I did. Because, actually, with the new aspects that got added, I even prefer Kerbalism's LS system over TAC-LS.

 

Also, @ShotgunNinja, I noticed you misspelled "rescue" as "resque" (Too much french today? :P) in your configs.

 

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  On 12/26/2016 at 5:13 PM, sidfu said:

can others try this modified default. think it got it where it disabled the kerbalism food and such but keeps all the functions such as keeping track of amounts and still gives warnings.

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@ShotgunNinja can u look over it also. it should just stop keralism from using/ applying food,water,oxygen and electricity but be able to track tac still when u leave the launch pad. it should also disable the failures if u have dangit and use RT if its installed..

can anyone verfy that the section at top for RT and such is correct.

ive already did some quick testing and the timers once u leave the launch pad will default to what TAC is using. so with this u wont have to check tac but can use the kerbalism checker to check it and it also still throws the alarms.

 

if everything checks out @ShotgunNinja u can add it as a optional default for those with tac on the OP.

 

think with this setup it will work with any other LS just fine not just tac but haven't checked other mods.

 

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I think there are a few adjustments left in this setup for the better experience of TAC Life users, removing warning of the food, water and oxygen because TAC already has its own warnings that would result in 2 warnings about the same situation .There must also be removed the lines referring to poisoning co2 and Scrubber, because they are useless for TAC, since what makes the co2 level rise is the production of WasteAtmosphere, which only Is produced by oxygen consumption of Kerbalism (which if activated together with TAC causes imbalance). Finally, a rebalancing in the greenhouse, which produces 2500 of food (lasts 7 years with 2 kerbals consumed in TAC), by me it would produce only 150 (that lasts about 200 days with 2 kerbals consuming).

To decrease your work:

  Reveal hidden contents

 

Edited by ThRodrigues
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  On 12/26/2016 at 9:30 AM, ShotgunNinja said:

 

@SmarterThanMe Yep that was it. For the transmission problem: data transfer require some time, try to wait a few minutes and see if the file size is going down. Also check if your science credits are going up after some minutes.

 

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Waited a while and nothing. Restarted KSP and it worked.

No idea. If it happens again I'll try to sort out what happened and see if its reproducible.

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First of all, great mod. Just wonderful. Does wonders towards making KSP fell RL-like. 

I have a problem though, and I assume many people must have it too so I'll post it here.

Kerbalism used to work fine along with other mods, before 1.2. This includes TAC life support, which is my specific issue here, and remote tech (the latter not being in my concern anymore btw). But since 1.2, it appears those mods no longer dialogue well together anymore, as does with the standard vanilla KPS. 

Specifically, this happens:

1 - Funcionality of TAC with kerbalism is broken somewhat;

2 - Some parts do not appear on the VAB anymore. In the kerbalism tab, only the 'long range supplies' show. The rest have vanished; 

3 - The icons on the top of the screen that relate to vanilla commnet (just at the right of the time compress info etc.) disappeared. However, no similar functions supplied by Kerbalism appeared in the usual places;

4 - I can no longer transmit science for some reason. A kerbalism black rectangle appears with a promt saying that science has been stored but it is nowhere to be dealt with.

Now, is it me that just forgot how to configure Kerbalism alongside my other mods, or latest versions of vanilla stock indeed do not allow Kerbalism to relate well to other mods? 

Lastly: where has the general settins menu for kerbalism gone? It used to be easily found in the KSP, so I could check there if my abovementioned issues were just a configure issue, however, that familiar button simply disapeared and I cannot by the life of me even configure the mod. 

Any thoughs would be  greatly appreciated. 

D

  On 12/27/2016 at 2:50 AM, Daniel Prates said:

First of all, great mod. Just wonderful. Does wonders towards making KSP fell RL-like. 

I have a problem though, and I assume many people must have it too so I'll post it here.

Kerbalism used to work fine along with other mods, before 1.2. This includes TAC life support, which is my specific issue here, and remote tech (the latter not being in my concern anymore btw). But since 1.2, it appears those mods no longer dialogue well together anymore, as does with the standard vanilla KPS. 

Specifically, this happens:

1 - Funcionality of TAC with kerbalism is broken somewhat;

2 - Some parts do not appear on the VAB anymore. In the kerbalism tab, only the 'long range supplies' show. The rest have vanished; 

3 - The icons on the top of the screen that relate to vanilla commnet (just at the right of the time compress info etc.) disappeared. However, no similar functions supplied by Kerbalism appeared in the usual places;

4 - I can no longer transmit science for some reason. A kerbalism black rectangle appears with a promt saying that science has been stored but it is nowhere to be dealt with.

Now, is it me that just forgot how to configure Kerbalism alongside my other mods, or latest versions of vanilla stock indeed do not allow Kerbalism to relate well to other mods? 

Lastly: where has the general settins menu for kerbalism gone? It used to be easily found in the KSP, so I could check there if my abovementioned issues were just a configure issue, however, that familiar button simply disapeared and I cannot by the life of me even configure the mod. 

Any thoughs would be  greatly appreciated. 

D

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PS: there is a supposedly outdated config file that allowed Kerbalism to work fine alongside TAC, does it still work with the most recent vanilla + the most recent Kerbalism?

https://spacedock.info/mod/880/Kerbalism - Realism without Life Support

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  On 12/27/2016 at 2:50 AM, Daniel Prates said:

First of all, great mod. Just wonderful. Does wonders towards making KSP fell RL-like. 

I have a problem though, and I assume many people must have it too so I'll post it here.

Kerbalism used to work fine along with other mods, before 1.2. This includes TAC life support, which is my specific issue here, and remote tech (the latter not being in my concern anymore btw). But since 1.2, it appears those mods no longer dialogue well together anymore, as does with the standard vanilla KPS. 

Specifically, this happens:

1 - Funcionality of TAC with kerbalism is broken somewhat;

2 - Some parts do not appear on the VAB anymore. In the kerbalism tab, only the 'long range supplies' show. The rest have vanished; 

3 - The icons on the top of the screen that relate to vanilla commnet (just at the right of the time compress info etc.) disappeared. However, no similar functions supplied by Kerbalism appeared in the usual places;

4 - I can no longer transmit science for some reason. A kerbalism black rectangle appears with a promt saying that science has been stored but it is nowhere to be dealt with.

Now, is it me that just forgot how to configure Kerbalism alongside my other mods, or latest versions of vanilla stock indeed do not allow Kerbalism to relate well to other mods? 

Lastly: where has the general settins menu for kerbalism gone? It used to be easily found in the KSP, so I could check there if my abovementioned issues were just a configure issue, however, that familiar button simply disapeared and I cannot by the life of me even configure the mod. 

Any thoughs would be  greatly appreciated. 

D

PS: there is a supposedly outdated config file that allowed Kerbalism to work fine alongside TAC, does it still work with the most recent vanilla + the most recent Kerbalism?

https://spacedock.info/mod/880/Kerbalism - Realism without Life Support

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u realy cant even bothered to read a bit can u. look 2 posts up u see a modified default that allows everything to be used with tac fine.

 

@ThRodrigues thanks for changes. that's one of the reasons i posted it so others can see if i made errors(had been up for 30 hours by time i made it. holiday insomnia yay)

now OP cant say he doesnt have a compatibly patch for other life supports. well for the snacks LS u have to change some resouse names but it work with it now.

 

 

here a link to a profile to allow any LS and kerbalism to work together

http://spacedock.info/mod/1128/Kerbalism TAC profile

put on spacedock.

@ShotgunNinja  linked to here from spacedock.if it causes problems ill just make my own topic for it.

3 posts up is a modied version that disales the messages for food and such.

 

Edited by sidfu
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  On 12/27/2016 at 2:50 AM, Daniel Prates said:

First of all, great mod. Just wonderful. Does wonders towards making KSP fell RL-like. 

I have a problem though, and I assume many people must have it too so I'll post it here.

Kerbalism used to work fine along with other mods, before 1.2. This includes TAC life support, which is my specific issue here, and remote tech (the latter not being in my concern anymore btw). But since 1.2, it appears those mods no longer dialogue well together anymore, as does with the standard vanilla KPS. 

Specifically, this happens:

1 - Funcionality of TAC with kerbalism is broken somewhat;

2 - Some parts do not appear on the VAB anymore. In the kerbalism tab, only the 'long range supplies' show. The rest have vanished; 

3 - The icons on the top of the screen that relate to vanilla commnet (just at the right of the time compress info etc.) disappeared. However, no similar functions supplied by Kerbalism appeared in the usual places;

4 - I can no longer transmit science for some reason. A kerbalism black rectangle appears with a promt saying that science has been stored but it is nowhere to be dealt with.

Now, is it me that just forgot how to configure Kerbalism alongside my other mods, or latest versions of vanilla stock indeed do not allow Kerbalism to relate well to other mods? 

[5] Lastly: where has the general settins menu for kerbalism gone? It used to be easily found in the KSP, so I could check there if my abovementioned issues were just a configure issue, however, that familiar button simply disapeared and I cannot by the life of me even configure the mod. 

Any thoughs would be  greatly appreciated. 

D

[6] PS: there is a supposedly outdated config file that allowed Kerbalism to work fine alongside TAC, does it still work with the most recent vanilla + the most recent Kerbalism?

https://spacedock.info/mod/880/Kerbalism - Realism without Life Support

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1 - Naturally. They both do the same.

2 - What parts do you mean?

3 - Kerbalism adds an own communication system which works completely different from CommNet.

4 - Click on your probe core or pod and then on the data button.

5 - You can find it in your KSP install folder under GameData/Kerbalism/settings.cfg. There are all the settings.

6 - Please read what I wrote right at the top of its description.

 

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  On 12/27/2016 at 1:39 AM, SmarterThanMe said:

Waited a while and nothing. Restarted KSP and it worked.

No idea. If it happens again I'll try to sort out what happened and see if its reproducible.

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  On 12/24/2016 at 7:25 PM, bpilgrim said:

I encountered a small issue after I launched a station a few minutes ago: It didn't appear on my list of ships in the Kerbalism menu!

Screenshots: http://imgur.com/a/dLPtS

Switching to another vessel and then back did not fix the issue, nor did going to the Tracking Station.

Fortunately, after I restarted KSP the vessel did show up, so it turned out to be a minor issue, but I thought you would want to know about it.

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  On 12/16/2016 at 6:13 PM, AVaughan said:

Thinking about when I've noticed this bug it has always been in a session which has already had at least one revert or load/quickload (often more than one).  I'm wondering if there are any corner cases where the cache isn't getting invalidated/updated after a revert or a load?  (I'll try to see if I can create a reproduction recipe after posting this).

Apologies in advance if the next bit comes across as patronising or aggressive (reading this before posting I'm concerned it will, but i don't have the time or energy to rewrite it), I'm trying to show that the issue isn't simply a case of me thinking the ship was in sunlight, when the sun was below the horizon.  

The problematic vessel is Farm.1, but I've only seen the issue when I've been piloting other ships, then switching to Farm.1 for some reason  Quitting the game and then loading a save also fixes it, so I can't really give you a save as a reproduction case.  

I was piloting Mun.2 when the low power script on Farm.1 fired.  I swapped over to check on it.  It was in daylight.  I re-oriented it to maximise the sun on it's solar panels and swapped back to Mun.2, thinking Farm.1 would be ok.  Timewarped at about x10 (I was collecting per biome gravity scans on the way back from a Mun landing) .  Timewarp stopped almost instantly, Farm.1 was low on power. Switched back to Farm.1.  Still in sunlight.  Made the first named save about this time, but didn't take a screenshot.  (I hadn't noticed anything I wanted a screenshot of yet).

Loading that save now, so I can take some screenshots Farm.1 was definitely in sunshine at this time. (Screenshots in spoiler.  Note that despite being in plenty of sunlight, and having a decent charge rate and panel orientation, the batteries are down around 15%).

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I confirm things like those happening from time to time. Seems to me that the Kerbalism background simulation sometimes get "stuck" at random times, I think it happens only after a reload/quickload (but not sure). Note that this always happened with old unloaded vessels that weren't switched to during the session. In all cases, this isn't fixed by reloading (either a quicksave or by going to the main menu and doing a "full load") but it gets fixed every time if I quit and relaunch KSP. I've noticed nothing in the logs (sorry I didn't keep them). I've had two strong cases but I think I had others that went unnoticed :

  • Some basic probes landed on the Mun were stuck : always in sunlight even tough they shouldn't and their connection lines coming from nowhere (a previous Mun position on its orbit).
  • A station stuck in shadow, with batteries never recharging. Switching to the station when in sunlight recharged the batteries and they started being drained again as soon as I switched to another vessel. See following screenshot :uc?export=download&id=0B_OWFWZtmeoxV012e

I will try to be more specific and post the logs/savegame when this happen again, but for now this is all I have.

Also, a two-in-one issue screenshot :

  • Seems that the "harvest" button in the greenhouse GUI disappeared since a few versions. Maybe you changed something but I can't find any other way to harvest the food.
  • When using the stock message system, there are some <color=...> tags that appear on some messages.

uc?export=download&id=0B_OWFWZtmeoxZ1lKV

Edited by Gotmachine
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OK, I've had a go at writing a compatibility CFG for RT and Coatl antenna. You will need the RT parts (with the dll removed) and the Coatl Probes Plus pack for this to work.

https://drive.google.com/file/d/0B7hRsbsJ_xotd0Z3dzdmZ1FJdms/view?usp=sharing

 

I have no idea if this works or not... If someone could please have a look at it and tell me what I've done wrong?

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  On 12/27/2016 at 11:35 AM, APlayer said:

1 - Naturally. They both do the same.

2 - What parts do you mean?

3 - Kerbalism adds an own communication system which works completely different from CommNet.

4 - Click on your probe core or pod and then on the data button.

5 - You can find it in your KSP install folder under GameData/Kerbalism/settings.cfg. There are all the settings.

6 - Please read what I wrote right at the top of its description.

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Thanks APlayer. I think I wrote this in the early hours of the mornig and some self-evident things escaped me. 

Still, regarding: 

2 - All the Kerbalism Parts, except for the supplies package. I am thinking this is probably a mod-soup problem as I bundle some 30 mods together so this is probably an issue of my own. 

6 - Thanks for pointing it out, politely as you did. My bad of not reading the whole thing through, guess I was kinda drained by then. You could have said something ignorant as 'u realy cant even bothered to read a bit can u' but you didn't so thanks for that.

1,3,4 - All it's left to aks is: is there a config possibility where the communications functionalities are disabled, as with the specicif TAC config? So that Kerbalism should be used with Remote Tech or Commnet, for instance?

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I installed MM and Kerbalism 1.1.7 on KSP 1.2.2 but after starting a new career I don't get connection to the DSN. Data transmission seems to be off, too. 

There is no other mod installed. What am I overlooking here?

 

Edited by New Horizons
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New horizons seems to be having a similar problem as mine. I double-checked everything and, regardless of my lack of proper reading before (now corrected) I certainly should not be experiencing the following problems:

1 - indeed, in the VAB and SPH, in the kerbalism tab (and in all other tabs too), the kerbalism parts are nowhere to be found - except for one, the extended mission supplies container;

2- It does not matter how many antennas I put, be it either in career or sandbox or whatever, the vessel appers out of link in the kerbalism in-flight menu. It makes no difference if I start with antennas on or off. This is true for all antenas, even that one that starts the mission already turned on. 

3 - Same thing with the science experiments: activating them generates a 'data stored' message but, opposite of what I read above, in the probe core/ manned capsule there is no such 'data' button, only the same as usual (lighs on/off, toggle torque etc., control from here etc.)

Since New Horizons member above is apparently having the same issues and is running a clean install, this probably is not my own setup's fautl! 

Maybe we are missing something regarting installation of the mod. If I am not mistaken, this is the procedure:[

1 - Copy contents of 'game data' folder of kerbalism  into the same folder in KSP. Not the other ones (parts, profiles, shaders etc.) which are at the root of the kerbalism download package;

2- Configs are already on. I shouldn't have to setup a config first, as 'default' is previously enabled;

3 - Configuring a game activating or deactivarting commnet makes no difference;

is there something else? 

 

BTW: I have tried installing Remote Tech on top of it, just to see if I could enjoy the other kerbalism funcionalities and forfeit the comm functionalities. The result was a buggy mess...

Edited by Daniel Prates
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I have this and USI Life Support installed. I remember before, Kerbalism's LS would disable itself if another LS mod was installed, but now it doesn't, which means I have both Kerbalism's LS and USI's LS installed. Is there a way I can get rid of Kerbalism's LS features?

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  On 12/27/2016 at 8:27 PM, Daniel Prates said:

Copy contents of 'game data' folder of kerbalism  into the same folder in KSP. Not the other ones (parts, profiles, shaders etc.) which are at the root of the kerbalism download package

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You need all the files in the Kerbalism folder, seems to me that you messed up things by removing some files. Installation is simple : drop the whole "Kerbalism" folder from the zip into the "GameData" folder of your KSP install. Don't do anything else.

  On 12/27/2016 at 7:30 PM, Daniel Prates said:

So that Kerbalism should be used with Remote Tech or Commnet, for instance?

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You can disable the "signal" feature by editing the "Settings.cfg" file. But it is auto-disabled when RemoteTech is installed, so you don't need to configure anything to use RemoteTech with Kerbalism.

  On 12/27/2016 at 9:35 PM, yorshee said:

I have this and USI Life Support installed. I remember before, Kerbalism's LS would disable itself if another LS mod was installed, but now it doesn't, which means I have both Kerbalism's LS and USI's LS installed. Is there a way I can get rid of Kerbalism's LS features?

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There is a custom Kerbalism profile for TAC-LS that will maybe work, go back a few posts in this thread.

@sidfu I think you shouldn't use the "default" name for your TAC profile because that will mess things up for other mods compatible with both Kerbalism and TAC (or other LS mods like USI). Also, the climatization rule is redundant with TAC own LS-EC consumption, and some processes seems redundant.

Edited by Gotmachine
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  On 12/27/2016 at 3:40 PM, SmarterThanMe said:

OK, I've had a go at writing a compatibility CFG for RT and Coatl antenna. You will need the RT parts (with the dll removed) and the Coatl Probes Plus pack for this to work.

https://drive.google.com/file/d/0B7hRsbsJ_xotd0Z3dzdmZ1FJdms/view?usp=sharing

 

I have no idea if this works or not... If someone could please have a look at it and tell me what I've done wrong?

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I realised that the RT antennae didn't have tech required... I think I've fixed that. Still looking for someone else to pass an eye over it.

 

--edit OK, RT antennae and deploys still don't work. Can anyone help?

Edited by SmarterThanMe
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Quick balance note: Kerbals are OK in the 1-Kerbal pod with just an antenna and pressurization for 200 days, or 19 without pressurization? Seems impressive to say the least. I think the limit for this configuration in the last release was about 40 days, which made it just possible to do the 30 day mission with a single pod and some extra resources. Baseline stress accumulation needs to upped, and maybe make the living space bonus larger to compensate in the late game.

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Now having a working Kerbalism and enjoying it. The new science system takes some time getting used to it, but appears impressive.

What I am really missing is some kind of a feedback for (1) whether an experiment already has been done before and (2) how much science points are promissed by an experiment. I wish to see a small info like: "expected science points: xxx". Now you only can get this information, when you mouse over the data number in mb within that "file manager" window, which gives you a somehow missleading "xxx Credits".

Already done experiments per situation should be greyed out and result in 0 mb data - or can this data used anyhow? There is given 0 credit for that, what you only find out while hovering the mouse over "xxx mb".

A brief test with [x] Science showed incompatibility isssues so far.

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  On 12/27/2016 at 10:04 PM, Gotmachine said:

You need all the files in the Kerbalism folder, seems to me that you messed up things by removing some files. Installation is simple : drop the whole "Kerbalism" folder from the zip into the "GameData" folder of your KSP install. Don't do anything else.

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Thanks for the help. I checked that and the problem persists. But then I used a 100% vanilla game I had installed directly from steam, to make sure it wasn't one of my many mods conflicting with kerbalism, and the lack of a connection problem persisted (the absence of the 'data' button in the probe core too). 

However this could be due to the fact that my 100% fresh KSP game wasn't so fresh after all, from previous configs or profiles or settings being reminiscent of older installs, couldn't it be that? The fact that some functionalities work and some others don't seem to suggest some overlaping of mods creating this.

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Can someone test this on their system, have a ship in orbit with an hydrogen cell, Have the hydrogen cell work to produce electricity (thus consuming Hydrogen and oxygen) Then get a ship on the launch pad. Time accelerate until you consume all the hydrogen. 

Now revert back in time. 

If it you can recreate the problem, instead of going back in time where your hydrogen was full you now have a ship with no Hydrogen in space.

*edit*
seem that this affect all "offline ship" until you get back on it. then all the resource (fuel electricity food etc) get back to what they used to be. dont know if Kerbal would suddently "ressurect" if they died from that problem.

 

Edited by karst45
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I'm having a small issue. Tried this mod yesterday and I noticed something weird. The parts Kerbalism adds didnt show up in the VAB inventory when it was ordered by function. It shows up when ordered by size, tech tree level, etc. Also, are the stock antennas supposed to have signal or is it only certain ones that Kerbalism adds. So far haven't had a sincle working antenna and am the the 3rd level of the tech tree.

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updated http://spacedock.info/mod/1128/Kerbalism TAC profile

fixed the kerbalism parts not working and the errors in the .cfg. also added some comments on what can be commented out to disable stuff.

next update plan to add some Dangit .cfg to allow full compabitly

 

can anyone tellme why on a heavy modded game another mods MM keep making

// tweak number of slots
@PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[ProfileTAC]:FOR[Kerbalism] { @MODULE[Configure] { @slots = 2} }

get delteed instead of being attached to pods

Edited by sidfu
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  On 12/27/2016 at 3:24 PM, Gotmachine said:

Seems that the "harvest" button in the greenhouse GUI disappeared since a few versions. Maybe you changed something but I can't find any other way to harvest the food

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The vessel must be manned for the harvest button to appear, or it can be done on EVA.

 

  On 12/27/2016 at 3:24 PM, Gotmachine said:
  • Some basic probes landed on the Mun were stuck : always in sunlight even tough they shouldn't and their connection lines coming from nowhere (a previous Mun position on its orbit).
  • A station stuck in shadow, with batteries never recharging. Switching to the station when in sunlight recharged the batteries and they started being drained again as soon as I switched to another vessel. See following screenshot
Expand  

Ok send me the savegame/log when this happen again.

 

  On 12/27/2016 at 11:20 PM, podbaydoor said:

Quick balance note: Kerbals are OK in the 1-Kerbal pod with just an antenna and pressurization for 200 days, or 19 without pressurization? Seems impressive to say the least. I think the limit for this configuration in the last release was about 40 days, which made it just possible to do the 30 day mission with a single pod and some extra resources. Baseline stress accumulation needs to upped, and maybe make the living space bonus larger to compensate in the late game.

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30 days in a tiny pressurized habitat are not pleasant, but 30 days inside a suit with a diapher are much worse.
Anyway, you just need to bring enough nitrogen for 30 days to satisfy that contract.

 

@astroadrian99 Can you check if MM 2.7.5 is installed?

 

 

@karst45 Thank you, could be an issue with Configure module. I will try to replicate when I get some time.

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Im REALLY enjoying this version of kerbalism :), Had to make an emergency landing because one scrubber died and the kerbal was going to die in hours :p.

Few things I have notice while playing with UBM and SETI challenge mods:

  • mk1 pod has reaction wheels MTBF, but it doesnt have reaction wheels (AFAIk, SETI challenge removes reaction wheels until later on the tech tree).
  • Each time I EVA, the spacecraft seems to star spining. Is this because the capsule is depressurised and the exiting air acts like a small RCS push?.
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It would be nice to be able to either add a part with more ECLSS slots, or add ECLSS slots at an additional cost and mass. 

I considered adding ECLSS processes to the chemical plant, but failed at it horribly. (Module Configure documentation would be nice... :sealed:)

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