DStaal

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About DStaal

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  1. What tool are you using to do the attachment?
  2. [1.3] - Modular Kolonization System (MKS)

    On the whole 'Kontainer Docking' issue: Coyote Space Systems' pack has a dock specifically designed for Kontainers.
  3. Does it show that when expanded? And does it only show that when this pack is installed? Non-expanded that could be considered normal. Also, I'm actually all for just pulling the science lab out of the Central Hub when we do this. The hub needs more of an overhaul with this pack than most parts, and I get the feeling it's just got the lab because in base KSP it should be *something* other than just a command pod. With MKS mechanics there's plenty else for it to be.
  4. [1.3.1] James Webb For Kerbal

    While most of my testing was done with PF fairings, I should mention final diagnosis for me was a ship without any fairings at all. My thought for what might be happening was that somehow emissives might be getting marked as colliding - the part that 'collided' in my final test ship was a 'pushotron' - a small surface-mount separatron-like solid rocket, that was pointing towards the main body of the ship. (And was there purely to keep the radial stages from colliding with the central ship on separation.) It has very minimal protrusion, and had plenty of space - but it's *exhaust* would impact the ship.
  5. We actually spent quite a bit of time and have what we believe to be two good balance sets for USI-LS - the one we submitted to KPBS as the 'standard' and the one integrated into this pack. (Which uses some MKS-specific features to expand options.) We even have a decent rough outline for further MKS support. You can see current issues tracking this and a rough idea of current status here: https://github.com/DanStaal/KPBStoMKS/projects/2 General thoughts are to have a bit more emphasis on the 'efficiency' mechanic than standard MKS - basically to have a paired set of parts, one manned and one automated for each of the two general stages of resource extraction/processing, and try to balance them so that you typically want to build both as a pair. The Central Hub should rarely be useful on it's own - even just as hab space. However, it should offer good bonuses across the board to *other* parts, so that you'll want one on any decent sized base. (It gets lots of multipliers and efficiency modes - but not much in the way of direct modes.) (BTW: in one of your deleted posts (I get them via email) you mentioned changing the science multiplier. I *hate* that: It's 'invisible' in-game, and is therefore just confusing to the user. As far as I'm concerned *all* labs should have the same multiplier, unless and until the UI changes to include that data.) I'll try to take a look at your spreadsheet in a bit. We had some extensive thoughts, and and I know I didn't always translate them to the configs I've got in-progress completely.
  6. [1.3] - Modular Kolonization System (MKS)

    Not transferable, but an engineer (or appropriate sub-class) in a workshop will automatically 'preform maintenance' to transfer it where needed. Or an engineer on EVA can transfer it by preforming maintenance on the part that needs it.
  7. [1.3.1] James Webb For Kerbal

    Honestly, I wasn't expecting support for it - typically mods are supported for the most recent version of KSP, and this isn't. I just wanted to report that while it may appear to work (game loads, you can do anything you want), it didn't seem to actually work (it caused rockets to fail). I may try for logs, but I suspect there won't be much in them - the explosions were all 'normal' explosions based on colliding parts - even though without that mod the parts didn't collide, even in the same rocket using the same profile.
  8. [1.3.1] James Webb For Kerbal

    Well, 'works' appears to be going a bit far in my opinion... The game loads, no exceptions, etc. Until I try to stage a rocket, at which point the ship explodes. Textures Unlimited being the culprit - remove it and no explosions.
  9. More directly for you, you should probably be looking at how to write an MM patch to add them to USI Kontainers or whatever parts you want to add them to. Adding them to CRP just means that they are a 'community resource' and that multiple mods are likely to be using the same resource. It doesn't automatically add the ability to carry them to any parts.
  10. [1.3] - Modular Kolonization System (MKS)

    Per bay, at base colonization rate, with no efficiency parts, IIRC.
  11. BTW: I wrote the KIS patch for Konstruction. If you have any questions, I'd be glad to help. In some ways it's a bit of a hack - KIS just views Kerbals as a part which happens to have a ModuleKISPickup module on it. So if you add that module, they act as another Kerbal, and Kerbals can help each other carry things... (And only Engineers can carry tools to attach things, so you don't need to worry about that.)
  12. As a quick question: Is your main engine part of your current stage? If the launch stage is just the two side boosters, not having LF/OX shown for that stage makes sense - there isn't any LF/OX in that stage, just solid fuel.
  13. [1.3] - Modular Kolonization System (MKS)

    The default state of the kontainers for planetary logistics was changed fairly recently from 'enabled' to 'disabled' - this prevents problems where you launch a full container, and the moment it hits the launchpad it empties itself into PL. Just get the container in place and click the button in the action menu to enable it.
  14. [1.3.1] Throttle Controlled Avionics

    Then I don't know what's going on. Thanks for thinking about it anyway.
  15. [1.3.1] Throttle Controlled Avionics

    Given this is the case, can I ask you to change the KSP-AVC file to mention that? (I believe that's possible.) Currently KSP-AVC will suggest you upgrade to 3.5.0 when you're in KSP 1.3.