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DStaal
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Honestly, the next step by most sets of plans would be underground. Even Domfluff's image is from a base that's half-undergound. (That's a full sphere, not a half-sphere.) I have some ideas on sets of space-station parts, but I'd want to work on them myself. (General plan is a large ring, based on a modular truss on the *outside*, which mounts standarized-sized units inside it. Should be built cheap and heavy - from iron and steel instead of titanium and aluminum.) -
EL also uses them if you're doing surveyed construction.
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Basically: there's no speed built into the part. Any speed limits are the limits of the game physics itself.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
The description is flavor-text, and doesn't say anything about needing to locate geothermal wells. It's no more misleading than not getting a notepad in your inventory when you attach a Science Jr. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
You dig a hole into the ground, and run pipes through it. Then you can make use of the fact that there's a temperature differential between the surface and underground - either to heat things up, or to cool things off, or both, depending on the circumstances. (Most places on Earth the underground temperature, once you're a few feet down, is fairly constant year-round, so for a house you can use it cool your house in the summer and heat it in the winter. But they also get used to generate electricity near volcanic areas, where the ground is hot.) The ranger heat pump uses it to dump heat into the body you're landed on - which will be much more efficient than radiators, as it can use conductive heat transfer instead of radiative. -
Actually: As of the most recent version, it does!
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
The welding fixes some of it - docking nodes are weaker than regular nodes, so welding things together means they can't flex as much. The tethering is actually actively cancels internal invisible forces, which in theory should get rid of it. Having a perfect even ground may help. Having landing legs may help. Not having landing legs may help. It depends a bit on the ship, the location, and how KSP is feeling about the phase of the moon today. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Some of that is just plain KSP - the game's limitations mean that vessels with lots of parts are always going to be a problem. 'Lots' being variable dependent on their size/shape, how powerful your computer is, etc. If you're using the Kolonization mod, my KPBStoMKS will help by bringing in some of the mitigation strategies that RoverDude implemented in that mod. (Notably construction ports and tethering.) -
TAC Fuel Balancer, Ship Manifest, Dump and Burn, and there are probably more. Those three are the top that come to mind. (And are probably listed in order of increasing realism...)
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Note that if you send some Kerbals on away missions and such, the ones back on the main ship will have their habitation/homesickness go up slightly - they had more space to play with. So with care you can probably make sure that your chief medical officer is the last Kerbal to get homesick.
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I've successfully moved them with a Karibou, on Kerbin. I've also made rovers that could handle several out of things like Lack Luster Labs parts with help from Kerbal Foundries. But basically if you're trying to move those around, you need to get creative.
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Coyote Space Industries - Dboi's Dev Thread
DStaal replied to dboi88's topic in KSP1 Mod Development
(That's *not* detailed?!?!?) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Every command part in the game specifies what type of vessel it commands. The MKS parts are set to 'base'. You could change that with an MM patch if you wanted - but note that it will mean you'll have the same issue on your bases instead. Alternately, find another command pod that's a 'station' part, and make it the root part (or at least the first command part) of the station. -
Ok, status updates: Nils277 has got the patches we're sending him - he said he'll be looking them over this week and roll them into the next release of KPBS - which will be when KSP 1.3 hits. I've updated the Readme and Changelog, so we're basically ready for that - I may poke around at the Central Hub a bit, but that's just twiddling. The version file will need to be updated as well, but I want to leave that until the very last thing. I've created a new project on the Github page for stage 3: https://github.com/DanStaal/KPBStoMKS/projects/2 Currently it's pretty empty - I haven't moved any of the per-existing issues to it because I'm not entirely sure we want to use that part split - it was designed under the previous version of MKS, without having the two industrial parts that were added to KPBS for EL integration. There's also a branch on the repository for us to work on stage 3 in. (The advantage of the complicated way I'm using Git here is that I *can* do this: The 'Development' branch at this point should basically be for any final tweaks to stage 2, and we can work on stage 3 in it's own branch.)
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Nothing that I know of to make terminating debris easier, but you should look at Survey Transponders, which is designed for this type of thing:
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Just putting this in and trying it out. Two quick thoughts: For some reason I can't arrow through the path to where the screenshots are stored to edit it. This is slightly annoying. I'd like an option to *only* take screenshots on events - no timed screenshots.
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For Colony Supplies - not very small. You basically need to produce *everything* else first. Another thought might be to send ahead automated miners to some of the planets to get fertilizer going, and just collect it once you're there. Personally I'd just carry some Colony Supplies and a MedBay - to be used sparingly, and only when necessary.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I'll admit, I was thinking if it's just a beacon it could look like a radial-mounted Sunflower light with a built-in KAS pipe. But I suspected you were likely to have some sort of packaging and pickup designed into the part. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
My thought is what the part really is is a beacon: It designates the exact location of the ship, and where to hook up for resource transfer. Then you can tell you automated crawler (or send your manned pickup rover) to beacon #XZY to pick up $K units of $Resource$. -
Was this ship built in the VAB or the SPH? (IIRC, they have different coordinate systems...)
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50 years *plus* a high colonization factor, I believe. And to get a high colonization factor, you need to be in the same SOI for a while. There's also a couple of parts that can roll them backwards in MKS. (At a high resource cost - but for a generation ship it might be worth it.) DeepFreeze however does freeze the whole thing for any frozen Kerbals.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
You can't run it without the extra skills - but with some careful config editing, you could run it with only the three base professions. Basically, you'd need to go into the config that defines the new professions and skills (it's an MM patch) and delete *just* the new professions. The same file also applies the skills to the base professions, so if you keep that you wouldn't ever need the others. That depends a lot on you. There are various ways to accomplish the task. I'd add some high-quality recyclers - maybe even a purifier and some water. That will reduce the amount of fertilizer you'll need considerably. And you should look at habitation - but depending on what other functions your craft has, you may already have that covered. -
Urses has it pretty well - just in case, I'll restate: Habitation is how long they can handle being cooped up in their *current* vessel. Larger vessels help, and it resets every time they enter a new vessel. If you keep switching vessels (including going back to vessels they've been in before, after being in some others) they'll never run out of habitation. Homesickness is how long they can handle being away from Kerbin. Larger vessels help, and will increase the amount of time they have on the counter - but it never resets until they get back home. No amount of switching vessels will keep it from running out. (Though if you have enough space and have colonized a world enough, they can forget about home. But that's a *lot* of work.)
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