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DStaal

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Everything posted by DStaal

  1. Been playing around a bit with the release (not the dev) and have a couple ideas/comments: First off, I'd really like a bulkhead/endcap. Just a flat part that gives an end (and maybe a light - if you want to get fancy) for the trusses, so you can close them off. Also, the side panel is hard to attach to the open truss - is there a way to make that easier? (I'm thinking a dedicated attach node, so we aren't trying to adjust a surface attach.) On a wishlist is a cargo bay with a door. (My current use would be with a side door - but I can see an end door would be nice too. Actually, I can see in my head an end clamshell door that could do both uses...) Just wishlist - the open truss and side panels allow much of the same types of use. Last two are minor cleanup things: You have things listed as 'size3' - that's the 3.75m size. That's a bit smaller than these. I'm not sure whether size 4 or 5 would be better - you'll know the scale better, but fixing it would help those like me who use FilterExtensions find them easier. Also, it'd be nice to have a Connected Living Spaces config - at the moment the only piece it really makes a difference to is the size adapter (which I think should be passable) but I'm expecting you'll want more in other pieces as you make them. (I see several in this thread that probably should have a config as well.) A beautiful mod by the way - I'm just starting playing around with it, and I'm not sure yet what I'll do with it, but it gives me ideas...
  2. All this talk of fairings... This mod never pops my fairings off - even on single-stage rocket. (Well, two stage: The engine, and the fairings as the next stage.) Maybe because I'm using procedural fairings? Is that something that could be fixed?
  3. I just posted this idea over in the Soylent mod, as I think that's a part this would fit with, but I'll post it here as it's a USI-LS idea, and it could be done with other parts: Would a two-stage life support part be possible? I'm thinking something that in one mode can produce supplies from mulch, water, and either substrate or minerals (no fertilizer needed, fairly high mass efficiency) but increases homesickness more quickly. In the other mode, it can produce fertilizer (using the same inputs) and doesn't have the homesickness penalty. The idea would be some cutting edge 'greenhouse' that produces some non-conventional food (in Soylent, it's algae) which works, but your Kerbals want regular food. Use it to help set up a station or base, and then reconfigure it to help produce more normal food when you have the rest of the facilities in place.
  4. A couple of thoughts on USI-LS integration... (Just ideas, for discussion.) While you can of course just duplicate the greenhouses, I think it'd be more interesting to have a different set of trade-offs. So I have a couple ideas for roles these panels could play in that system. (And I don't know how hard they might be to do, so tell me if I'm suggesting to much work.) First off would be a very high materials efficiency greenhouse (nearly 100% closed loop - a little water or minerals or both inputs if any, but no fertilizer), but have it increase homesickness slightly faster. Basically, it supplies food much more effectively than the 'normal' cycle, but your Kerbals can tell it's not 'real' food, and they miss having real food. The other idea would be that you could switch from 'food mode' to 'fertilizer mode' - so you could use these to produce fertilizer which you could then put into a more normal greenhouse to output real food. (Which doesn't have the homesickness penalties.) Of course you could combine the two.
  5. Sounds like you updated USI/MKS via CKAN. Re-update manually, and it should bring the dock (which is part of USI) back, and get you some parts to create MaterialKits. Or you can uninstall USI entirely, and you'll be able to build with RocketParts. (The USI system now overrides that on install, in favor of a two-resource system that can also be used with the OSI Workshop mod.)
  6. This is theory, untested, but... Probably not. It is a 32bit issue, but from my readings of the docs an int is always 32-bit signed in C#. (Which from a programmer standpoint is nice - it means you know what you're getting.) Really, we should petition to have it changed to a ulong, which would give us 584,942,417,355 years, but I'm not sure how much effort that would take. (Long is an option too - but there's no real need for negative time, and having more time available might be useful, so ulong is better. Even uint would be nice - that would double the time available, but it wouldn't really save any work over changing to ulong, most likely.)
  7. A minor idea/suggestion: When a stage is just about out of fuel, it might be interesting to 'push back' the apoptosis just a bit - no more than a second and a half, just a bit. The thought being that the lower stages typically have higher thrust, and that's the point where the stage being dropped has it's highest TWR - and in a moment, we're going to coast for a moment, then we drop to a lower thrust and TWR. Basically, instead of forcing the higher stage to catch up to the apoptosis lead time, use the lower stage to boost it so the stage delay brings it back to the goal.
  8. This link appears to no longer work. Anyone have an alternate? (The texture link still works.)
  9. I am. It seems to help reduce memory load, as far as I can tell, but KSP stresses my (very old - 2008 is the model year) Mac in a number of different ways, so it's hard to be sure how much it helps.
  10. As an addition to what Morty said, if you look around for mods that integrate with EL, many of them have their own versions of the workshops, with different strengths and weaknesses. MKS, MKS-Lite, Civilian Population, etc, all have something you can use, depending on your aesthetics.
  11. This was bugging me. There's now a pull request.
  12. I haven't had a chance to let a build complete, but the link in the original post for the spacedock parts appears to still work. (After all, it's just a set of parts with a hook to EL - and EL doesn't appear to have changed that hook.) (And I know I'm months late on this, but I was wondering too, so I thought I'd post the info in public where others can use it.)
  13. Putting this here because I have a modded (39 mods - most of USI, along with Mechjeb, AVC, etc.) install, but this is specific to a particular save - other saves on same install work fine. (Or appear to - I don't have any other saves with more than one flight.) I'm about halfway through my first playthrough, a science-mode run under CTT, and staging is suddenly gone. As in: I can set up stages in VAB, but on the launchpad they don't exist. Nothing along the side at all, hitting the spacebar may or may not activate a particular stage at random (almost always not, but occasionally one stage will fire - not always the next on the list either. I've had it activate the top stage without activating anything below it. Also, sometimes it will sound like something's activated (the 'engine start' sound), but nothing actually does), and in general launching/flying is completely borked. Mechjeb autostaging appears to mostly work - if I can get the launch to start in the first place. (But I've had Mechjeb stall out when it should be activating the next stage too.) I'm on a Mac, with KSP from GOG.com. Any ideas? Obvious solution is to start over, but I'd like to keep my progress if possible. (And I fear that unless I know what happened, it could happen again at some point.)
  14. I've been having something similar happen to me, fairly often. Quick question: Did the craft you were recycling have a stack decoupler or seperator at either end (the end furthest - what it's trying to recycle next, or the end closest, what's actually in contact with the recycle bin)? That appears to be my common denominator. I'm guessing that something's going on with their crossfeed limitations and transferring resources.
  15. Real-World, the radiator would likely be in a 'wet box' - Water would be ducted into an in-hull compartment, through the radiator (and possibly a few other systems - you try to have as few holes in the hull as possible, one of the reasons for wet boxes) then back out of the hull. It causes less drag and is easier to maintain than hanging something on the outside of the hull.
  16. I believe I have found the issue: in the 'SubPack' folder, there is a file named 'CTT.cfg'. Remove it, and the parts go to Science Tech. (I'm going to assume that file wasn't intended to be there. I double-checked - it's in the download from KerbalStuff.)
  17. I just double-checked, if I remove Community Tech Tree then the parts are in Science Tech. So it appears to be some sort of interaction there. You sure you aren't running CTT?
  18. I believe he means on the tech tree. (CTT) It is a bit odd, but I'm not sure where would make sense, and 'flight' links to 'planetside' in my head, versus most of the tech tree which is for space or airless/waterless environments.
  19. I did - but I hadn't merged the ZIP in correctly. (Trying to unzip over the top will just get me a 'GameData-1' folder, as it doesn't want to overwrite by default. So, unzip, and drag-and-drop. But I hadn't drag-and-dropped everything I needed to. I can merge as part of the unzip as well, but that requires going to the commandline and dropping into Unix mode.)
  20. For anyone else trying out this mod and wondering why KSP stops loading midway through startup - making sure you merge in this version of USITools is the fix. (I tend to manually merge on Mac, and hadn't bothered with the 'common USI files'.)
  21. Enjoying all these mods. One request - could the storage box for the Deployable Emergency Shelter be made slightly taller (and perhaps weighted to stand on it's end)? Just tall enough that it's level with the bottom of the deployed shelter. As it is at the moment, deploying it stand-alone doesn't really work, as it'll tip back onto the box and stand with the airlock straight up. The crew of my first Munar landing thanks you. (The landing was a bit energetic... Around 100m/s. The rover scattered into pieces, but everyone survived. I went to deploy the shelter, but I can't get it to stand in a useful configuration on it's own, and the tools I brought so I could attach things didn't survive the landing.)
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