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About DStaal

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    Capsule Communicator
  1. [1.3] - Modular Kolonization System (MKS)

    You know, you could be a bit polite about it. I mean, there is a reason: It integrates the same resource chain as everything *else* MKS does. So you don't have to be hauling around extra tanks and converters for one supply path to build things when the *other* way to build things uses the same supply path as inflating and repairing things. You could also notice that MKS has been doing this for *years* and it's been a standard part of MKS for all that time. The way it does it is even built into EL, and part of the official support - taniwha has even mentioned he's surprised more mods haven't made use of it. Or you could take a bit of attention and notice that the patch to do this is written as a stand-alone patch, easily removed, and in fact is supporting PatchManager to make removal easier. Remove this file, and be happy: GameData/UmbraSpaceIndustries/MKS/Patches/PatchManager/ActiveMMPatches/MKS_EL_Resources.cfg
  2. Persistent Thrust doesn't appear to *calculate* these trajectories. It just makes flying them less annoying. I may be wrong there - I haven't looked to closely. (And Solar Sail Navigator might actually have some helpers for this, though it's still listed as in alpha.) And yeah, it's not a very useful thing to try with the Stock engines. There's only one ion engine, and it's not really worth using for anything more than a small probe. And you always can boost to a higher orbit and do your burn from there, or split the maneuver into several parts and do those instead. You rarely *need* this trajectory class, and it's hard to set up and use. However, with some of the modded engines (NFE + NFP come to mind), you can build decent-sized ships using ion engines, and it would at least be interesting to me to be able to attempt this style of burn and compare. A large part of the purpose of playing KSP to me is learning the answers to the question 'what would it actually take to colonize a solar system?', as well as just learning what works and doesn't work in doing that. I find these an interesting option, and I'd like to be able to play with them to see when and if they're useful. And even a few hour burn would be worth comparing on this - the orbital period of my standard 'orbital separation' orbit of 80km is ~30 minutes, so a two-hour burn is four orbits. Again, I can split that up, or move to a higher orbit before calculating the burn, but I would find it interesting to try this instead sometimes.
  3. MODULE Question - Generate Reputation

    Some of the WildBlueIndustries science labs have this capability. Check out the MOLE mod.
  4. I've put in a PR to do this. It might be worth thinking of making it into a disabled-by-default Patchmanager addon though.
  5. [1.3.1] TRP-Hire (formerly KSI Hiring)

    I figured that - but if the stand-alone version were to support mod-defined classes, at lower/higher costs than the standard cost, then it would be doing everything he needs his version for, and more capable in the bargin. So it might be easier for him to strip it out and no longer have to maintain that codebase. It's a hope. Either way, I can see those features being useful for a variety of purposes and I could see other colonization-style mods (or even just other mods in general) making use of them. So whether or not MKS uses it, I could see it becoming an interesting and useful addition to the modded KSP landscape.
  6. [1.3.1] TRP-Hire (formerly KSI Hiring)

    I'm guessing this means I could define my own classes now? If so, I have one more request on this. (And if you can do this I'll then be seeing if I can talk RoverDude into using this rather than the embedded version in MKS) - could we have a cost multiplier on a per-class level? So that one class could cost say 75% of the 'base' cost.
  7. [1.3] - Modular Kolonization System (MKS)

    Nope, not really. The idea for these would be that - like the other MKS classes - they'd be cheaper than the full-powered main three classes. So, especially early-game it'd be cheaper to have two 'Daredevils' than two pilots, for instance, and you'd have the same amount of control. Of course, later in the game those Daredevils can't do much more than pilot a ship around, and you need to make sure they have habitation that you wouldn't need to worry about with a pilot. I just find it interesting to balance into the game.
  8. [1.3] - Modular Kolonization System (MKS)

    I know, I know... (And I've thought of doing one for three of the classes I've written - they're renames of the three base classes. They don't get any of the colonization bonuses or extra skills - but are good for the early game and for more routine missions, or for missions where the special skills don't come into play.)
  9. [1.3] - Modular Kolonization System (MKS)

    True... But stock manages it, as simply as writing an MM patch for a part. And I do feel it detracts from MKS that it can't support this stock feature. I have several custom classes I've written, and that I get just fine via rescue contracts which are fun little additions to the game (and to MKS), but you can't hire them, and that's entirely because of MKS.
  10. [1.3] - Modular Kolonization System (MKS)

    I would disagree with that. Colonists and Kolonists have a very different skill set. Colonists can do a lot of things that Kolonists can't, and Kolonists help your efficiency grow a lot more than Colonists do. Both this mod and TRP-Hire hard-code their list of Kerbal classes into the mod. It's a limitation at this point.
  11. Yes... I can't spell, and occasionally my spell checker doesn't help me. It may not be the most efficient, but I believe it's the way this mod does it...
  12. Yes. It makes things so much easier to find... (Though I'm using it just fine as-is in 1.3.)
  13. [1.3] USI Life Support [0.5.0]

    I believe he wants to create parts, not just use parts others have created. Here's the link to the video, which has a link to the wiki in the description:
  14. [1.3] - Modular Kolonization System (MKS)

    They weren't the same profile as the Kontainers. They were very close at least to perfectly octagonal. (And they were a size factor larger than NFC's oct-trusses.)
  15. [1.3] - Modular Kolonization System (MKS)

    However, they don't match the form factors of *any* other parts at this point. There are other parts packs with EL parts - and there is still a patch to allow some of the MKS parts to operate as Survey Stations, so surveyed builds still work.