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Dep_Opt

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Everything posted by Dep_Opt

  1. FX-2 Fusion Reactor. Has two "compact" variants, one entirely getting rid of the connecting truss and one shortening it. Shouldn't the attach node move with the shorter truss version? Because currently it doesn't, it stays at the point it would be with the full "inline" variant. Questioning tone being because I'm not sure if this is a bug report or something I'm missing.
  2. So I'm aware that workshops intended to build the Ground Kits have the "Ground Workshop" function module, but what about things intended to build in orbit with the Dockable Kit Containers? Even this mod's own orbital workshop doesn't have any modules I can see that govern doing that. Which in turns is a bugger working out what to use from other mods to create orbital construction facilities. It obviously functions, but I'm not sure what makes it function and what else can be used. Currently planning to move a BIG (Thanks USI...) asteroid, and will likely have to build additions to the thruster block and possibly other infrastructure in situ. And trying to work out what to send in the initial launch and what to build there is a mild headache when I'm not sure what will work to actually build it.
  3. So, a realisation about another mod has lead me to upgrade the capabilities of my asteroid redirect mission plan "slightly" (oh USI. Fun at times, a bugger at others. Still, embracing this challenge). And so I am launching an NSW powered beastie with in-situ resource processing facilities to try and wrestle the over sized beastie into an orbit with Kerbin. Just thought people might be amused to hear of it.
  4. So, messing around with this in the VAB, and hit a slight issue with having more than 3 loops: The list won't scroll. It twitches like it's trying, but doesn't go any further down. Also, the reason for the amount of loops is :1 reactor separated off with it's own cooling, then an ISRU and a drill, each with it's own loop feeding into a shared cooling loop that sinks enough heat for both, but each is at their preferred temperature. Changing the order I've split them off has helped, pushing the known to be stable reactor loop to the bit that can't be seen, but it's still an issue worth bringing up either as a heads up or to work out where I dun goofed.
  5. I'm currently playing in sandbox, which is why I'm so confused. Nothing locked behind research. Can't see it in the parts list in either VAB or SPH. Tried a couple things to see if I was being blind, but search isn't finding it, nor using Janitors Closet to filter to USI parts.
  6. Could I make a part suggestion? And apologies if it's been suggested before: An H form factor docking port. It would just be very handy to have a deployable docking port that could fit onto a KH vehicle, as the only ones currently in the mod are J shape. And I suggest it in the H shape because that would be easy to attach to the outer parts of a K body vehicle, would work well with the H crew compartment, and add a little more use to the very cool modular setup of the KH shape which feels underutilised with only really extra fuel and seating as options for the H sections atm. I'm aware you could just put a shielded docking port on it, but it just doesn't feel the same.
  7. So, I'm having an issue trying to find the small fan from this modpack. Other USI mod fans? Got those. But only down to medium size. File missing on the CKAN version, or am I just being blind? It's even not showing up in a search.
  8. So I'm trying to use the Aeronautics heavy lift fans, and I'm having real issues with control authority when hovering with them. Anyone have any suggestions? I'm trying to make a mostly electric powered VTOL scout plane for use on Duna, so if using something else to help then parts using Intake Atmo and electrical power are the main goal.
  9. I'm very curious how the modding community will adapt to this. KIS has been a staple for so long (almost 8 years I think), a lot of things have built off of it over time. That said, one thing Squad does do well is working with the modding community, it's one of the reasons KSP has been so successful, so I'm curious but not worried.
  10. I'm mostly curious how mods that use KIS as a dependency will adapt to the change. It's been a "must have" mod for so long, with so many things building off of it, that this change may interfere/break things for a while. I know I build a lot of crafts with KIS in mind, a selection of spare parts and utility pieces carried on board using things like OSE workshop for on-site building and expansion of both surface and orbital stations so this change, whilst not groundbreaking in terms of gameplay (at least modded gameplay), IS major for mod interaction reasons. The future seems interesting.
  11. The Light Globe I believe. Which is actually something of an issue personally because I had been using them fairly extensively around a base I'd been working on before the update...
  12. They look absolutely awesome, but the lack of life support integration is putting me off for now. Guess I'll just have to make do with the Lynx, Karibou, Malamute and Akita. Yeah, I like rovers...
  13. Well this looks like it'll be remarkably bloody handy for gathering groups to move big parts with KIS. Added to the list.
  14. That's gorgeous. What are the parts for those rovers from? Edit: NVM, worked it out. Buffalo rover, right?
  15. Shame, using an H body as the basis for a parasite craft sounds like a fun idea, but with the lack of parts for it beyond drone control, engine mounts, fuel tanks and passenger space the actual possible functions for such a thing are limited.
  16. A fairly good way of getting wheels under the KPBS modules is to connect things via the stack nodes on the base modules, and use a FUR flatbed piece on the node underneath as a wheel attachment point. As for material kits storage, I think it may be in conjunction with USI mods, but the Lynx does have configurable storage containers that includes MaterialKits (1700 resources) that is indeed based off the ore container. I do however agree that I would love to see a FUR workshop module (partly because Nils makes great IVAs), or some KPBS-FUR adaptors. Also looking forward to the Lynx crew cabin being a viable USI-LS habitat again.
  17. I'm at 96 and counting. Started with Mechjeb to use as a learning tool and for some of it's REALLY helpful information windows, expanded to trying out some life support mods (I eventually settled on USI-LS), which swiftly lead to playing with mods adding colonisation functionality with Scansat and KIS/KAS backing it up, all the while picking up parts mods that looked interesting and helped get creations that with all the life support stuff were getting increasingly large into space. These days, it tends to be stuff adding useful tweaks and functions, stuff that I see and go "Oh THAT looks useful", like The Janitors Closet, RCS build aid (the dry CoM marker is SO handy), Kerbal Space Transport System (you mean I DON'T have to personally fly every resupply mission?) and Ship Manifest. Although a shiny new parts mod that fills niches I lack will always turn my head. And yeah, linuxgurugamer and Nertea feature heavily in my modlist as well, as does Roverdude with all the USI stuff. I used to deal with it all manually, downloads and zip files everywhere, but these days CKAN is a blessing. Just too many mods to handle without something to keep track of it all.
  18. I would, but I don't trust my knowledge and understanding to be accurate enough to be entirely trustworthy. I fear I'd do more damage than help.
  19. Agreed, and a fair bit of it seems a bit out of date as well. Hoping RoverDude gets round to it when they have time, but I know they have a lot going on atm.
  20. Could it be perhaps that the Machinery in the inflatable agroponic module isn't full? details in the vehicle assembly do mention it needing 500. It may be that the workload scales down if that's not fully stocked. The inflatable parts are great for smaller packed away things, but you do need to bring some parts for them to set up.
  21. Looking at the description for the F.L.A.T. command module, if there isn't a spider in the IVA I'm going to be sorely disappointed... EDIT: As far as I can tell, they did indeed remove all of the spiders from the F.L.A.T. module. This feels like a missed opportunity.
  22. So, I'm by NO means an expert, I've been wrassling with this mod getting to grips with it myself. But I do believe that a lot of the life support stuff isn't actually needed when landed on Kerbin. Could be something to do with that? Maybe trying using the console to put the test rig somewhere else (Mun, etc) and checking things out that way?
  23. So, I'm having the same issue another user had a while ago with the VTOL engines, that is them not mirroring in mirror symmetry mode. Tried fiddling with the symmetry in various ways, and they are DEFINITELY attached to a main fuselage part (I stripped the wings and other surface parts off to check temporarily). Am I missing something, or was this just never fixed? Checking Github shows no mention of this getting sorted, so I've mentally sidelined CKAN shenanigans and leaning towards the "This got forgotten" conclusion.
  24. Not sure why I didn't think of that. Would still need to swap out for the KAS electric winches though, as the small, manual one doesn't actually retract, so design shift won't actually change. And with the added load on the vehicles frame, some of the tracks in this may become very useful to hold up weight. With the large weight difference hopefully mitigated somewhat, I'll have another fiddle with gear ratios to see how it affects things. I already have a plan for a folding crane vehicle based around actually lifting payloads, that I know can handle some fairly large parts. Somewhat proud of getting a design that's basically just hinges, girders and wheels to not be just Kraken bait, but it works. On that note, word of advice to anyone who tries putting Kerbal Foundries parts on the end of Infernal Robotics parts: Dial the springs down and the dampening up. A lot. Otherwise things get bouncy. Discovering that was fun, felt the urge to put on House of Pain at one point. The one I was currently working on however was designed for much smaller jobs than the crane, which reaches around 15 m x 15 m width/height when unfolded and could therefore likely straddle most of the current colony.
  25. Honestly, weighing the craft down some wouldn't be a huge issue. Adding more weight would be likely under a mission load anyway, with another main feature of it being a reasonable KIS inventory to help with trucking spare parts around, some of which are surprisingly heavy. But yeah, the ground tether/winch idea does seem like the most effective plan, at least for smaller things like the half-crashed resupply mission nearby. I have plans for other vehicles being sent in down the line, including folding cranes and larger cargo movers, which should have the mass to tow bigger colony sections if the crane has issues.
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