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Posts posted by dlrk
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I wound up adding that MM config for Nertea's parts. The issue was the command pods from NFS though
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Is anyone else getting what seems to a new message warning that the Hohmann transfer function isn't suitable for targets with SoIs and a new transfer to Moon function is needed?
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EVAConstructionTweaks.cfg is causing the BreakingGround parts to be the wrong packed volume - is there a patch that fixes this or did I have an installation mistake?
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Yep, disabling systemheat boiloff fixed it. Is systemheat boiloff just something you don't see on the tanks?
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9 hours ago, Cheesecake said:
Did you shutoff Boiloff in the settings of System Heat?
Not knowingly - do I have to manually turn it on?
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I just started a fresh save, and for whatever reason, the boiloff functionality isn't working on any of my tanks, including the stock ones. They are all showing the correct resources from CryoTanks, but the boiloff aspect appears to be missing. Any ideas on a potential cause?
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Are boiloff tanks boiling in timewarp, but not in normal speed a bug or a sign of inadequate cooling?
EDIT: It wasn't the warp, it was the attitude changing -
I have this and all the extras installed, but the cryotank cooling and nuclear engine heat are not showing up in the system monitor. Is this normal?
EDIT: The thermal nf systems monitor doesn't work with systemheat, systemheat has its own -
8 hours ago, Aelfhe1m said:
After you've identified all the patches being applied, it then becomes a case of checking each one individually to see if it is affecting USI_ModuleRecycleablePart which unfortunately can be quite tedious in a heavily modded install.
What specifically am I looking for?
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that's in the CFG, but it still shows up. Perhaps something else is overwriting it
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Is the life support window supposed to stick at 0 time remaining + 15 days (green) when supplies are exhausted but an agricultural module is running?
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The "disassemble part" option shows up when I right click a kerbal while on EVA with another kerbal. Is there a way to hide or suppress this so I don't accidentally disassemble a kerbal?
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On 3/5/2023 at 9:43 PM, JamesonKerbal said:
I had no problem connecting things to the nodes of other Duna style modules, but I was using things other than flex-o-tubes. I avoid those because of kraken. I've previously built fancy rovers to carry modules for me -- check out Mark Thrimm's SSTO Space Program for some inspiration on the tools to manipulate base components. Note that many of the Duna and Tundra components are not able to be manipulated in stock EVA construction. I've tried modifying save files to add the ability but the modules obstinately refuse to be picked up. The cargo frame that Mark Thrimm uses in his main base construction vehicle has been quite useful for putting base pieces where I need them.
Also avoid using the PAL lifter components from USI Konstruction, they're useful if you intended to launch that component into orbit using a trebuchet though. Use KAS winches instead. You can even skip the fancy complicated base building vehicle and put the winches on the base and just tow pieces into position and glue everything together using the Konstruction docking ports. There was an addon out there somewhere that allowed welding craft together using stock docking ports. Also remember to use save games prolifically because of kraken attacks.
I've ended just building base components in one piece and dropping them from orbit:
Note the four vertically mounted 2.5m tanks in the "middle". Each of those has a Wolfhound engine underneath, and under that 3.75m Tundra module is a 3.75m SAS module. These engines and the SAS were adjusted to be under the centre of mass of the whole structure and landing was pretty easy. Note the application of struts between all the extremities to stop things wobbling.
This experiment is working better than my previous iterations which were more "traditional" landers:
Note the PDU sitting to the side, because that module refused to be moved by anything. Ground tether wasn't turned on, the legs weren't deployed, there were no extra pieces attached to it, but I couldn't move it. The original plan was to replace the nuclear reactor on top of the right-hand rocket by moving it up to the top of the right rear pillar (you can see the missing nose cone) and then up on top of the Konfabricator module. As you can see the PDU is still on the ground
Other learnings from this experience:
You can never have enough power. A 1.25m nuclear reactor is simply not enough to power a single Assembly Plant -- mine was boosted by four Ranger smelter modules, and it was hitting about 300% capacity with a 3-star Engineer operating it. With two large radiator panels you can see on the PDU to the right, they are glowing red all the time as that PDU is providing power to this assembly plant and another attempt offscreen to the right. The ship on the left is a Refinery and consumes most of the output of the PDU stuck on top and even with four radiator panels they will be glowing red all the time.
You can never have enough heat sinks. Shortly after this attempt I added large 2 large Thermal Management Systems (the triple-wide deployables) to the left-hand lander and that wasn't enough to handle the heat from the PDU.
You need to have enough spare capacity in storage containers to handle one day of production. This means if you're using Planetary Logistics each container needs to be about two to three times larger than you expect. Thus the large round containers attached to the side of the right hand rocket.
Also you can have too many containers, witness the rocket on the left with all those stow-packs close to the ground. If you have multiple containers it just makes things slower.
You can have too many logistics modules. If you have multiple vessels in one physics space, ensure that only one of them has planetary logistics turned on. Otherwise you end up with one ship pushing stuff into planetary logistics, and a second one pulling stuff out to fill that ship that just put stuff in. Not only does this cause extra load but it wastes resources because there's a "tax" on pulling stuff out of Planetary Logistics. I was producing 100-odd Material Kits per day but losing 3 Material Kits per second to out-of-control logistics hubs.
Anyway sorry about the surprise TED talk.
Thanks, this is extremely helpful!
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Can you connect any thing to the crew hatch/port on the Ranger Hab or Workshop in EVA construction? I tried using the flex-o-tubes but it didn't connect.
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Anything I can do to improve the accuracy for my spaceplane? As soon as it hits the atmosphere, the prediction jumps back a bit, like the drag is more than expected. Same configuration, same orientation as set.
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5 hours ago, RoverDude said:
Varies by gravity - should be something you can see in the config files.
Could you point me more specifically? I looked at all the config files in Konstruction and nothing seemed to correlate konstruction points to mass and gravity
Also, is the mass a kerbal can move based on inflated not packed mass? I have 6 kerbals trying to move a hab from inside a storage container (the ranger hab, which is 1.9 packed) and the max mass is 2.21. -
@RoverDude or anyone else who knows, could you let us know how much mass a konstruction point adds to the EVA construction mass limit?
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Real minor issue, but on the Translatron, "Execute:" is spelled "Execuet:"
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Is the Ranger airlock and related parts supposed to not be placed in a cargo container? Also, the TBD parts are TBD, I didn't install wrong, right?
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On 11/18/2022 at 1:22 AM, Caerfinon said:
Any more info available? None of these mention konstruction points or what the grabbers and magnets do.
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Any chance I could get a link to a tutorial RE construction cranes and konstruction points?
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FYI, the latest release link seems to be broken. Leads to a blank Github release page
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How do the crew tubes work? Do they stop extending once they hit something?
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I'd prefer them to be physically connected, gonna figure out Konstruction
K.E.R.B. Report Update
in KSP2 Suggestions and Development Discussion
Posted
"The K.E.R.B. has acted as one source of truth for many of you and we know that this probably feels like us taking away another source of information about KSP2's future."
Now, I know it feels like we're refusing to communicate properly. Anyway.
C'mon, really?