DStaal

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About DStaal

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  1. Mine had jump-rockets still attached. Original purpose was for landing it on the Mun, but they come in useful for emergencies like this.
  2. USI mods use either ModuleResourceConverter, or a slightly-extended decedent that inherits from it. (I get the feeling that RoverDude may have written ModuleResourceConverter, actually...) Categories is more likely to be a problem: USI uses it's own categories extensively, though some parts show in the stock categories as well. (Sorry, I haven't actually done much in KSP the last couple of weeks, and haven't even gotten around to taking a look at BARIS to see what might be needed...)
  3. What level of pilot do you have manning the survey station? The higher the level of pilot manning it, the further away they can build.
  4. While the one on the bottom is beautiful, if I were coming in to look at the mod I wouldn't trust it - it's obviously been manipped, and therefore may not be representative of the mod. The original I'd trust quite a bit more, as it looks like a screen shot from the game. (It's also less 'noisy', in that all the details are the parts which we're looking at, instead of the terrain which is just a distraction.)
  5. I'm going to guess it's like MKS's auto-hiding nodes: Essentially, it's a 'fairing' that hides or shows depending on which node is being used. The nodes will all still exist for KIS if you want to attach something outside of the VAB, they just may not be visibly attached to the ship. (Until you attach something to them and reload the scene.)
  6. Depending on your contracts, the first part can pay for the later parts, usually. After all, it's going to new biomes and getting science. (I'll admit I work with a fair number of contract packs and Stratagia at the moment.)
  7. I tend to do trips in three-part missions: First mission I send up a rover, with crew. FUR or Buffalo come pretty early, and have decent habitation. (Especially when I don't fill all the seats.) Next two parts is a reusable lander/ascent vehicle, which can retrieve the crew from the surface and get to orbit, and then a cycler to return to Kerbin. For the Mun, the cycler tends to be a direct-launch vehicle - it just picks the crew up from the lander, dumps some fuel, and then does the full return to Kerbin surface. For Minmus, the cycler tends to be reusable, either meeting a crew-launch vehicle in LKO, or dropping them off at a station in Kerbin orbit. (And of course over time the landers start rendezvousing with stations in Minmus or Munar orbit.) It's a bit more expensive to set up - but the rovers mean I can maximize my science output, and the costs are nearly all setup costs - sending a second crew to Minmus to explore costs about the same as sending them to LKO: They'll have vehicles, experiments, and resources waiting for them at the other end.
  8. Could we get a pic of your GameData folder after you tried to install it?
  9. For planetary, it's hard to beat Planetary Base Systems. MKS and Pathfinder are both worth checking out for both, but come with an overhead of new mechanics and systems that you may or may not be interested in.
  10. MKS does absolutely nothing with experiments - it doesn't have any, and it doesn't change how they behave. So the only behavior would be stock or whatever the mod that the experiment pack comes with does. (Surface Experiment Package for instance takes time to transmit, and is compatible.)
  11. I haven't done much with the trailer hitches yet in 1.3, but (like any docking port) you do have to move some distance away after undocking for them to reset. (Otherwise you'd never be able to undock and leave, as you'd just get pulled back together again.) Of course they do have the issue with trying to use docking ports on the surface of a planet - it works, but unless you are on absolutely level ground it can be hard to match angle, height, etc. for a successful dock.
  12. That cylinder with fins would be the raw shape - you could always put one in a casing designed to fit into the rest of the rover. I can think of a couple ideas on how they'd look: As a wedge with radiator fins, or as a short-length segment where the cylinders (likely two) are encased in a protective cage of some sort - which keeps the profile, but lets heat through. As for why: This was being proposed as a thought instead of a nuclear reactor. A rover this size probably doesn't need the full power of a nuke - and the cooling would hard to set up - but a large RTG would be enough to keep it running without fuel for long periods (real world, or if you have a depletable RTG patch) on the night side of planets/moons, or on bodies in the outer solar system where solar doesn't provide enough power. Where a reactor would probably provide more power than the rover would need, a decently sized RTG is more likely going to be close to 'run normal operations and trickle charge the batteries for power bursts'.
  13. RTG? Though I'm not sure exactly how much less OP that might be...
  14. No problem. And it's just a convention - mostly because USI-LS originally didn't add any parts, as so that was the only recycler available.
  15. Most science labs under USI-LS get low-end recyclers.