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DStaal
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Everything posted by DStaal
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So: The supplies are expired, but they're in the grace period before they die.
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It's not that complicated: Two jobs, with three days of overlap per week. Both are basically 'be on call and available - and we'll pay you when you actually do something', but one is on-call at the computer and the other isn't. Well, the last release of my integration pack was 0.9.1. I'd actually think stage 1 should be '1.0.0 beta', and stage 2 should be '1.0.0' - with the actual patches from stage 2 being integrated into KPBS, to replace it's current USI-LS patches. I'm not sure how well KSP-AVC would support that versioning scheme however. I haven't looked at how it handles this. (But yeah, I figured it was probably pretty easy - I just haven't had time to look at it myself.) I wasn't necessarily thinking a 'new' part - just adding it to either the ISRU or the Workshop. (I was actually leaning towards it being the Workshop - then in stage 3 we have it swap out for the actual production.) I'm going to investigate for a bit whether MM can just add the Machinery requirement by itself, or whether we would need to have a full different block. If it's the latter, I think adding in the converter is the cleaner option, requiring less maintenance long-term. If it's the former, then it's less confusing to players to not have to deal with the resource unless it's a common resource, and the parts would only be slightly overpowered when MKS isn't installed, which could even be rectified by adjusting the mass in a conditionally applied patch.
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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
That sounds like it's just typical KSP catch-up mechanics - though it might be possible that EL could try to put it's catch-up later in the queue so it can get the produced RocketParts. -
No offense taken. It's my impression based on the images I've seen, that it's typically curved up in the middle. (Some that come to mind are from 'The Last Hero'.) But it's all artistic impression, and it's always described as a disk. I've seen some images where it's very obviously curved, and some where it's very obviously flat. At this point, it probably individual interpretation. Either way, if you wanted to implement one in KSP, having a slight curve making it a shield - *very slight*, just enough for it to actually have a curve, and therefore a center you could put the CoG on - would allow you to avoid the problems of having a simple disk, while keeping it recognizably Diskworld.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
DStaal replied to Nils277's topic in KSP1 Mod Releases
Honestly, my solution is this mod: -
Pratchett's Diskworld is typically depicted as a section of a sphere: Curved up in the middle. (So: More of a 'shield' than a disk.) And the elephant/turtle configuration is large enough that you could move the center of gravity down into the turtle, and get a fairly close to having the gravity on the surface being basically the same as if it were actually part of a sphere. The elephants and turtle would have horrible gravity gradients - but they aren't normal anyway, so we can live with that. It's in no way realistic. But I think you might be able to model it in KSP.
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Another weird oddity for you: I landed this ship on Minmus, and decided I wanted to move it ~100m. I figured 'Hey, it's got 4 engines! TCA should be able to do this!' - so I turned on Smart Engines, set a waypoint to where I needed it, and enabled TCA, then throttled up to get off the ground to start the trip. At which point TCA *shut down* two of the engines, causing the ship to flip over as the thrust was unbalanced. (It turned off two engines next to each other, not two across from each other.) I reverted to a quicksave, and tried again - it did exactly the same thing. This time I was ready, and manually re-activated the engines, at which point TCA flew perfectly to the location I had marked. Major parts are USI, NFE, and Lithobrake Exploration Technologies, though I might be able to generate something slightly more stock if I'm right on what was causing it: I mentioned it was on Minmus - it was also nearly empty, in that the Kontainer it's built around was empty, and the fuel tank on top was less than 1/3 full. This meant that the weight of the ship was *to low* to engage the suspension of the heavy-duty landing legs: It was dancing around continuously. (Which was why I was moving it - I wanted it closer to another craft so I could fill the fuel tank with ballast...) My guess is that the dancing and the severely tilted radial engines (I didn't check, but it's quite possible they're tilted more than 45 degrees) combined to confuse things on takeoff.
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Let me rephrase that: Usually such things are installation problems. A picture of your Gamedata folder will help us see if you have any issues with your install.
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Nah. What we need is a *Diskworld* mod: the 'planet' is a flat disk, on Elephants, on the back of a turtle, flying through space. (I wonder - could you make it the central body of a solar system, and have the 'sun' be a moon around it?)
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I'm technically working 13-hour days three days a week, an 8-hour day two days a week, and two 5-hour days. Some of that I can dual-work KSP in. Anyway, I was just thinking having the version file, for those who want it. Honestly, if you're running MKS and aren't running full KSP-AVC, you should be: It's the best way to make sure you've got updated versions of all of the parts. Do note that I think the spreadsheet is built using a lot of intrinsic assumptions - some of which RoverDude isn't even fully aware of himself. Those assumptions are what MKS is built on - but following them too closely will just get you more MKS parts. Anyway, I had a suggestion for the MK-1 habitat somewhere above in this thread - feel free to see how badly it works in the spreadsheet, if you have time. Also, I had an idea today to have the greenhouse switch between a pure greenhouse mode and a 'garden' mode - lower food production, but also gives a hab multiplier. (Dedicate some of the volume to 'walk around' space, instead of packing the plants in.) The other question I have is about Machinery - it's a CRP resource, but if someone's running USI-LS without MKS they don't have a way to produce it off-world. Do we care? Should we have variants of the parts that don't use machinery to balance? Do we make a part that can make Machinery from Ore that only exists if you *don't* have MKS? If so, what's the ratio?
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What's your GameData folder look like?
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A quick search turned up: http://arc.aiaa.org/doi/abs/10.2514/1.31522?journalCode=jpp I haven't done much research into them - I just know they exist are are called fuel cells.
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I honestly have no idea what it would require - it depends heavily on the internals of the respective expandable deployment code bases. Both appear to have overridden stock and extended, but they have slightly different options, and must have tied into their animations differently. I'm ok with dropping it: I wanted to put in a *little* of MaterialKits to deploy, but not much; the idea being that USI's are proper 'inflatables': You ship up the shell, inflate it, and fill it. K&K's parts are 'deployable': You ship it up, unfold, and it's all in place, minus a few screws and stuff to hold it there. For stage 1... I need to go through and figure out/remember how to set ranges for the different logistics. The main one local logistics: I figure the central hub should be 2km, but the inline control station should give a bonus - probably 500m. We don't have all the textures yet, but that can come later. Also, some cleanup should be done: The patches currently add in things to a couple of parts twice, etc. If people want to poke at it, I've just synced in everything to the Development branch - feel free to grab and comment. (Or submit PRs to fix anything.) Also, I need to learn how to create an AVC file. (And one other thing I'd like to do on the GitLab side is write a script to automatically create a release zip. Being able to do that type of thing is why I like GitLab - but that doesn't have to happen.) Easily. Basically, each stage should be a milestone, and different issues can be what we want to get done - assign them to a milestone and it'll keep track of how close we are to that, as we mark them completed. The issues I have in there are our ideas from the previous version of MKS on how to make a 'same but different' set of parts: I'm still considering them a general guideline for what I'd like to see for stage 3, though things may need to be adjusted. Also, I'd like to get working on stage 2, so if anyone wants to start running numbers through RoverDude's spreadsheet, feel free to put them into the 'Life-Support' branch, or just to post them here. My thought is that we shouldn't play with the base mass of the KPBS parts to much - instead we add a machinery requirement and use machinery to make up the mass difference. (And maybe make the total just a bit on the light side, as the machinery will be consumed.) But we could really use someone to work out the (approximate) volume of the various KPBS parts, so we can throw that in to the calculations.
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Can someone help me find a certain kind of planet pack?
DStaal replied to Clockwork13's topic in KSP1 Mods Discussions
Outer Planets Mod is probably about what you're looking for. It makes exactly one change to the stock bodies: It moves Eeloo to be a moon of one if it's planets. (No other changes to Eeloo - it just becomes a moon.) Otherwise, it adds three gas giants, one stand-alone planet, and a bunch of moons, including some with atmospheres. Jool and inwards is untouched. -
It was an obvious idea: Typically you send these parts up in pieces so that you can assemble them into a base - which is never taken back apart. So having them weld makes sense. They should work with the standard medium-sized construction ports as well - though I haven't tested that, and it wouldn't surprise me if there is weirdness. I've been going over things, and it's getting close to stage-one release. One thing I was hoping for, but can't seem to make work, was to have deployment of the parts require MaterialKits - unfortunately Nils and RoverDude both have custom classes for deployment, and it doesn't look like I can substitute RoverDude's class for Nils' and make things work. (Well: You get functional parts. They just don't actually change their appearance.)
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
DStaal replied to Nils277's topic in KSP1 Mod Releases
My I suggest DMagic Orbital Science? It has a couple smaller form-factor versions: -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
DStaal replied to Snark's topic in KSP1 Mod Releases
If you go back a couple of pages, you'll see some discussion on that. Short version: Probably, eventually, though it may not be hard-coded. But you've got most of the tools already at this point: Someone could write a patch that lit up an MKS distribution center green whenever it had a Pilot or a Quartermaster aboard, for instance. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
You want this page: https://github.com/BobPalmer/MKS/wiki/Functions-(Manufacturing) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Also worth noting on this is that the reactor will generate heat dependent on it's load - If you aren't using much EC, it won't generate much heat. (It'll generate some, but not it's max amount.)