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mikerl
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Catastrophic Lithobrake Engineer
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Repair kits and how to use them?
mikerl replied to EmanonP's topic in KSP1 Gameplay Questions and Tutorials
@Tokamak no worries, It was added back with 1.11 so any documents might be buried. Yes it is only for engineers. Glad to you see you figured it out. -
Repair kits and how to use them?
mikerl replied to EmanonP's topic in KSP1 Gameplay Questions and Tutorials
Activating construction mode also allows the transfer of items between inventories and can only activated when the Kerbal is on EVA and the focus is on the kerbal. @TokamakSecond, the option to repair only shows up on the PAW of the broken part, not on the repair kit itself. This part is probably the most confusing part of it all. -
Repair kits and how to use them?
mikerl replied to EmanonP's topic in KSP1 Gameplay Questions and Tutorials
It activates construction mode which is denoted by nearby inventories shown in a panel on the left. To drop something just pick up an item and then click on the ground. Do not use drag and drop as the click-drag method is for KAS and not the Stock method. -
Repair kits and how to use them?
mikerl replied to EmanonP's topic in KSP1 Gameplay Questions and Tutorials
@Tokamak Figured something out, in order to activate EVA construction mode you need to press 'I' that is a capital i. Then just click on the ground to drop items. It can be more confusing when both are installed. -
Repair kits and how to use them?
mikerl replied to EmanonP's topic in KSP1 Gameplay Questions and Tutorials
Wow I forgot about this thread, and it has been awhile since I last played KSP1, but I'll see if I can help. To begin with click-drag is the KIS version of moving between inventories; the stock version uses click-move. Items should highlight in green if they can be dropped or red if not. When moving between inventories it helps to pin open the PAWs, even in the VAB. To repair something once repair packs are in your kerbals inventory you need to right click on the part to be repaired and the option shows up if the kerbal is close enough. This can only be done by an engineer. I hope this helps, but ask me again if not. I may have to actually boot into the game to figure this out. -
I can't wait to try the color picker, that's a totally new feature.
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Repair kits and how to use them?
mikerl replied to EmanonP's topic in KSP1 Gameplay Questions and Tutorials
@WetDog, the Engineer will need to EVA in order to use the kits. The option to repair does not show until the kerbal is close enough. Also the drill from KIS is not needed as that mod is an entirely separate item. -
how much solar panels for ISRU?
mikerl replied to minerbat's topic in KSP1 Gameplay Questions and Tutorials
What level are your Engineers? Five-star engineers can overclock the ISRU to 125% making consume more resources. -
Repair kits and how to use them?
mikerl replied to EmanonP's topic in KSP1 Gameplay Questions and Tutorials
@EmanonP, these types of missions are based around stock construction and not the KIS method. Items do not need to be in a container and can attached to one rocket and moved to another. It's best to use the claw and rcs to get close so you don't have to move things too far, but if you have to move an item try drag and drop. In space drop it on the kerbal then fly toward target, repeat as necessary. -
Repair kits and how to use them?
mikerl replied to EmanonP's topic in KSP1 Gameplay Questions and Tutorials
It sounds like you are using KIS and have the repair kits in the engineer's KIS inventory. Repair kits will not work from there. They need to be in the kerbal's stock inventory which normally contains the parachute and EVA jetpack which can be removed from the kerbal. It is not possible to switch an item from KIS inventory to stock inventory unless the item is placed down somewhere. If this is in orbit you can put the parachute in the pod the kerbal came up with to make room for the repair kits. -
I hadn't seen that mod before either, still looks like another build a ship from parts mod though. It takes too much time to do that, which is why I like this one better. Forgot something, no problem. Trying to build a ship, wrong mod. I'm not looking for those other things, they were some things you mentioned in your roadmap. I don't see this mod doing anything more than EVA stuff and a few spare parts, a niche that no other mod fills that I know of. Since @theJesuit mentioned other resources, making it possible to modify the main resource would be useful even if you stick to Ore. Any of those GUI options sounds better than the current implementation. Although the list is currently rather short, it would be good to expect it to expand. Especially if other mods add their parts. I don't mind helping if I can, and it also depends on what your vision for this mod is.
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@Goufalite, I have an idea for how to do several points on your list; the stock resource converter and a custom resource (say "Parts"). It would be easy to add a converter to say the ISRU that would consume Ore and EC to produce "Parts" which would take time to convert and then KSP would manage the resources for you. When enough "Parts" has been made, the work is done and the item is then created. The converter can be created with an MM patch. I also think about creating a part for your converter. It would be easy to create a copy of a part (say the SEQ-9) with an MM patch and then add your converter and the custom resource. Then the converter would not need to search the vessel, but just the part. This could limit its ability to create parts to the amount of "Parts" stored. Then it may take multiple parts to create all possibilities. As for the custom resource, it could be a phantom resource that cannot be added by the player similar to Intake Air, or it could be more like Depleted Fuel from CRP where it is visible in Flight but cannot be added in the Editor. You could use a resource from CRP or make your own. One example for this behavior through MM is "On Demand Fuel Cells" as it uses MM to add its own custom plugin to a copy of a stock part. It can also add it to the stock Fuel cell. I suggest these since I could whip up an example of these, but I would not be able to change what your converter uses. On the GUI, B9 Part Switch does have the ability to bring up a list for the user select from multiple options. This is limited to the Editor so I do not know if it can be done in flight, but what b9 changes should not be done in flight. Blowfish could tell you more. The current method reminds me of USI Kontainers which have over a dozen resources to be switched through and can be frustrating when trying to get a certain one. I really like the simplicity of this mod and see it as a "Spare parts maker" or "Field Repair" and not a build-a-ship-from-parts mod like OSE Workshop or the upcoming USI Konfabricator. This fills a niche I will use since it can make repair kits in a very simple manner. Do you have any plans to add the EVA Fuel Canister or EVA Jetpack? I haven't tried to duplicate them, but I notice they are not on the list.