Jasseji
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yes, exactly! I wonder if that would work if the Control Node of the Docking Port itself would be angled too (i dont know if that is possible at all) so basically when you are aligned in line with the ship and docking port Base then any docking indicator would show you that you are properly zeroed Quick mockup in Paint https://imgur.com/RQeuraT
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Is it possible maybe to make the transform of the docking node angled on the RangerDock Part ? so the alignment isnt displayed perpendicular to the ports but at an angle, hence DPAI and dockingcam would show the alingment by being proper despite the Pitch being at 30Deg ? I dont know if that question is clear, i can draw later what i mean (or i'll Discord you when you have the Time)
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[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
Jasseji replied to Alphathon's topic in KSP1 Mod Development
it's a question of visual style, MKS has containers for everything, yes, but if you run a station with SSPE parts then you need to MM the resources in manually- 82 replies
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- b9 partswitch
- kis
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[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
Jasseji replied to Alphathon's topic in KSP1 Mod Development
"Problem" with MKS Konfabricator is that it requires additional New Resources which would need to be added to Existing Cargo parts (they arent part of CRP), if you want to use Konfabricator, you also need to switch your vessel production to the MKS workshops (or have both systems running), which again changes the resource requirements- 82 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
yes, i know but launching a Workshop while you are designing a vessel in VAB is quicker than going to Tracking Station, loading orbital station and going back to VAB to check it (especially if the Station has 200+ Parts) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
yes on first (although some items only require matkits and sp and some only alloys, matkits, sp, not everything requires all resources) there is no UI in VAB, need to launch a Workshop to the pad and check in the construction windows -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
Wait, there are Beans in those Ration packs ???? !!!! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
Exactly my point, i am trying to design a DSEV where i wont be able to easily change the sizes of the resource tanks hence the goal to design landers and calculate the resource requirement up front -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
yes i know you can do it like this but in this implementation you need to go to VAB, design it, launch a fake shipyard, check resources, repeat -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude @DoktorKrogg I do have one additional question regarding the future plans for orbital construction For one, the thing i asked before, do you plan any kind of Helper UI in VAB/SPH to show how many materials a given design would require to build ? Second thing, is it possible at all/planned to implement "staggered building"? As in, make a Shipyard Station with 50000 Resources storage but given ship requires 150000 to build = click the build button and the System takes away the 50000 (emptying the Containers and putting the resources "in the pipeline") and updates some kind of "Progress" to 50000/150000, then you deliver next batch, go to the US again, click next step and so on ? This wasnt a problem with EL or Global Construction, as the builds took time and were draining resources which could be topped up anytime (or the build paused). Basically i want to avoid having to build a DSEV shipyard where the MaterialKits Containers are twice as big as the whole station Edit: Also, do we have a way to control where the ship will be spawned (yes i am talking Start Trek Style Construction Docks :D) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
Thanks, i found it but it was empty, figured out i forgot a Logistics Module on the Motherships -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
sorry @RoverDude or @DoktorKrogg but i cant find the answer anywhere in this Topic - how do you actually transfer resources to the Built ships after they are constructed i the Orbital shipyard ? Does each launched ship (and the Mothership) need: ? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
but you created MKS so it's your fault the new stuff is nice, in theory a single-launch colony is possible now (just need to provide the materials for start and then build the modules one by one in the correct order to create more materials) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
Phew, either i need to stop playing KSP altogether or just play it exclusively. Each time i take a break for a month or 2 RoverDude comes up with new stuff which changes the game completely and i have to relearn MKS from scratch I love that new Orbital construction stuff, but is there a way (presently or planned) to see up front what materials are required for vessel construction ? I.E. i want to make an interplanetary ship which will take resources and assemble landers after arrival and i would like to pre-plan what materials i need to take with me (and how much). At the moment i am checking on the runway with just the shipyard module launched but that's a bit tedious to write all down (not complaining, just asking) Also, what is the rule for which ships require what components? I see the usual MKits and Sp but then Alloys, Synths, Robotics, Electronics and Prototypes, not all ships require all of them but i have no clue of why -
there should be an oprion in the right-click menu of the Main LEE Part (there are two of them, bottom and top version)
- 306 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
ye but, consider you make an SSTO to refule the fuel station and then run it to bring fuel to orbit, refuel it, land it = free route the fuel needs to come from somewhere -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
MKS Wiki has some WIP articles -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
Yes, i get the higher DV Requirement in Rescaled Systems, only i wasnt sure why the cost was so much higher compared to the Tutorial Rockets from the wiki but now i know and i have found out the reason - the Actual cost for a 100km Orbit in a x2.5 System is 159TC (for the Tundra Falcon 9/Ghidorah 9), the additional 2000 came from the Launch Tower... The dropped booster didnt raise the cost as far as i saw (although theoretically it should lower the cost but this would propably require integration into StageRecovery which i assume wont be in scope of this) So it all makes sense now (back to actually trying to figure out how to produce all those Transport Credits :D) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Jasseji replied to RoverDude's topic in KSP1 Mod Releases
I just wanted to ask quick, is it me, or do you need a heckload of Transport Credits for any designs for rescaled solar systems ? I tried to get TundraExp Falcon to Orbit, the display showed me 2200 transport credits required for orbit. Is this normal or is it a question of adapting the other mods to work with WOLF ? I am using TundraExp and JNSQ Solar System