Jump to content

DStaal

Members
  • Posts

    4,001
  • Joined

  • Last visited

Everything posted by DStaal

  1. That's not KOS, that's the language in Simple Rockets 2, I believe. (And I'm fully on board with having some type of programming script built in. I don't think it would make sense to work in the background on vessels out of the current physics bubble, as that would take a major restructure of some basic assumptions about the game - but I could be wrong, especially depending on how they've implemented multiplayer.)
  2. Limitation in the dV stock calculator - since the part has both an engine and a decoupler, it assumes the engine detaches before it fires. KER gets it correctly, from what I've seen.
  3. Really, the main takeaway for all this is that *as supplied by this mod* the drill and the converter in this mod only handle Ore. Any other resources they can work with are being handled by patches in other mods. If what's being added in that way is unbalanced, it may make sense to add a specific patch to this mod to support those mods, or to talk to the authors of those mods to tailor their patches in how they affect this mod. Either way, the more explicit you can make what change you think should be done (with the most explicit being you providing the actual MM patch yourself) the more likely the change is to make it into the relevant mod.
  4. If you're interested, in general the easiest way to test for this type of thing is to check the Module Manager logs, which should be in their own folder in your 'logs' folder. Find the internal name of the part, and then search through the logs to see what patches were applied to it.
  5. It's just a list of resource definitions, so there can be a central source and not have dozens of mods all trying to create their own. It makes no changes to parts. I suspect OSE is adding the dirt as well if that's all you have, though I was thinking that's mostly a USI resource.
  6. Honestly, I don't see that as a problem, personally - this is a field lab built into a rover, not a real full lab. It's biggest use to me is making it easier to reset experiments as I go from biome to biome. I think the Squad drills are getting all the resources from OSE. Nothing else installed? My suspicion is that something's just patching dirt into every drill.
  7. (For those interested: The guidance spreadsheet given in the USI-LS docs is basically backwards from how you want it when adding support to a mod - you enter values and you get part mass. When trying to add support to a mod you typically have a part already with a set mass - that can't change without unbalancing the parts and existing saves - and want possible values. I spent some time trying to reverse the logic at one point, but didn't get very far.)
  8. If it's going backwards in time and being accelerated by gravity away from masses, in our perspective (going forwards in time) they'd be attracted to masses, exactly like normal gravity. All of which is kinda off-topic - none of these have been mentioned or shown to be in KSP2.
  9. It occurs to me that wet workshops might actually be very useful on interstellar torch ships - they carry a lot of fuel to start, and it takes you years to get to your destination. You could save a bit of mass - and add activities to the journey - by not having all the living area set up at the start of the trip. You'd of course still need the contents of those living areas, but you can pack them down and unpack along the way to greatly increase your habitable area, allowing for more private space, population growth, etc.
  10. Also, for power-hungry applications you may want to look at capacitors from NFE. A couple of those can save you quite a bit of generator/solar capacity - assuming you plan out what you need correctly.
  11. They are all in the settings, available from the main screen. Admittedly, that's not quite while *playing*, but just to make sure you knew. There's a lot of them...
  12. Another thought to help might be Janitor's Closet: Reducing the number of parts you're loading will help - and while I'm fully onboard with all the mods, you likely don't need that thirtyith 1.25m fuel tank. After all, you grabbed that mod for the command capsule.
  13. You can also build them using EL, and EL can be configured to use custom recipes for specific parts and/or resources. Here's USI's Orion's recipes for inspiration: https://github.com/BobPalmer/NuclearRockets/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/Orion/Orion_EL.cfg
  14. Unlikely to change I think - there are significant computational advantages to a tree of parts. However, they may do a much better job of handling edge cases and hiding it. I actually think KSP does a decent job on this, most of the time. As long as there are attach nodes where you want to attach things, of course. Though I suppose there could be room for improvement. These would be very nice, yes. There are a few mods that attempt to address this, but having something built in... I never really deal with that - but I agree. (Again, there are mods, but it should be in the base game.) Today's different because the date/time stamp feeding the RNG which is feeding the terrain generation is different... Looks like they have a solution in KSP2 from the shots we've seen, though it's basically a brute-force workaround: To have everything get built on stilts which deal with the issue. As an owner of a Dovark keyboard... Oh god yes. I've only played with the robotics a bit, but making it easier/more useful would be nice. Not something I deal with that often personally - but I can see it'd be useful. Again, there are mods which attempt at least part of that. I don't think I'd use it more than a few minutes personally - but I agreed it'd be fun.
  15. You did. I somewhat disagree on this one point, but I agree on the rest of them.
  16. IIRC, they've stated they're leaving the stock solar system alone, except for updating the graphics and such. So: All of them are confirmed.
  17. This I agree with, and when I sometimes say that it should be DLC I mean as a completely separate pack, specifically for those who want it, and really as a full override of the system. It wouldn't be a small add-on, and it would be priced (and *had dedicated development resources for*) appropriately. It should probably also come with a large set of warning labels.
  18. In the manifest window at the top, there is a text box with a scroll bar on the right. At the bottom (scrolled out of view) is a listing of everything the selected experiment needs to complete. (It doesn't list whether you have it or not there - just what's required.)
  19. These them? They have nothing to do with this mod. They were a part of Surface Experiment Pack, and are scheduled to be included into the next version of KIS.
  20. I would think it's something that would have to be baked into the engine, not the controller - and the controller can throttle back down if the engines are throttle-able. It might be something you could add as a part upgrade or as an advanced version of the part for the all-in-one SRB landing engines however.
  21. Here's one mod that could help: But the other way to do this for your case would be to write a Module Manager patch to multiply all antenna ranges, since they're balanced for stock.
  22. The hype train is rolling, but the engine is currently at idle.
  23. It's typically best to add the functionality to the command pod, not the engine I believe... And you're in luck! As Near Future Spacecraft already has patches to integrate it into the command pods that are designed to go with those engines.
  24. You've got solid rocket motors. You'll either need to add mass to your craft, or reduce the amount of fuel in the motors if they have to much dV. Exact usage depends on each craft. If you use the controller and something that can be started and stopped, it'll stop them when needed. (Though I find that if the TWR is to high it'll tend to 'hover' the craft just above landing until the fuel runs out.)
  25. It would be worth a thought to have something like WBI's MOLE (which implements wet workshops, including resources needed for conversion) in KSP2. On the other hand, it's more of an expansion in the same era of tech that's in KSP1, where KSP2 appears to be more focused on future tech and exploring further. So the question of whether the development resources should go there or if they should go to something which would be more part of what KSP2 is a question. And of course, on the third hand - wet workshops and parts reuse would be a major help in a lot of different early colonization scenarios, so it might be something you could argue was part of the exploring further...
×
×
  • Create New...