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DStaal

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Everything posted by DStaal

  1. I believe Omnicron has a set of rotating thrusters. That's the only one off-hand that I can think of that doesn't rely on IR.
  2. Not really. There are designs for Hydrogen Peroxide fuel cells, for instance. Typically they either use a catalyst, or have a secondary reactant that's built in to the fuel cell, and reacts very slowly. (Like Aluminum.)
  3. The tweakscale config throws MM errors, at least when Tweakscale isn't installed.
  4. I can think of several - but all of them would need to be installed before you launched the craft. If you launch the craft first, I believe the module that applies the mod's effects won't get applied to the part, and you can't use it's features.
  5. It is possible - I just built an Akita using KIS from storage. It's not easy. The problem is that the bed itself has a collider - but the the axle with the nodes doesn't. KIS will snap-attach to a node if you hover over the collider for a part near the node. No collider, no attach. The trick is to change the camera angle: You need the node to be in the foreground, and the bed (or front end, depending on which axle you're attaching to) is directly behind it. Then you can hover over both at the same time. At a more normal angle, you'll miss the collider and KIS will try to place it on the nearest collider behind the part. (Or you'll get the collider, but won't be near the node - so it won't snap to the node.)
  6. Docking ports I'm willing to work around - the claw will work to attach, and you can then power things up and EVA. In the previous version of DeepFreeze you could accumulate the EC over time for freezing/thawing - I have a patch someplace around here which added in a one-shot generator that could generate that EC in a quick burst. It didn't technically prohibit you from thawing them - but you could freeze them in a few seconds, while to thaw you'd need to have them focused for a couple of hours of game-time, in at best physics warp. (An alternative to talk to the DeepFreeze maintainers about would be to require the *thaw* to use a small amount of Glycerol - then if you only had enough for a freeze you'd be in a one-way stop.)
  7. I also added a PR to allow CLS passability to *some* of the Kontainers - basically just the 'solids' and KIS. This would allow me to build bases using the flat-round Kontainers to hold Life Support, (or other things), which currently I can't do, as it breaks the bases into separate pieces. The theory is that the containers holding solids need some way to enter/exit them so that you can get the stuff held inside out. The fluid-holding containers are more likely connected to piping, so you don't actually get inside. (Though the patch adds the module - defaulting to non-passable - to the 'classic' fluids containers, which I figure are big enough that they might be made with access hatches for cleaning or inspection. Having the module in non-passable configuration means you can switch them in the VAB.)
  8. I think they should be able to do the freeze by themselves, but not the thaw. (And my suggested fix requires a fix in DeepFreeze - it worked in KSP 1.1.3, but not in 1.2's version of DeepFreeze.)
  9. Would that be better to roll that into TRP-Hire at that point? (Or is that still even being worked on? - last post was from October saying there were some glitches but it worked.)
  10. Nice! Is that list static or dynamic? (If I have other professions, will they show up?)
  11. Sounds good - but again, I suggest you submit them directly to Nils: He supports multiple LS mods (including Snacks) at the moment, and is quite likely to be willing to support more. He even has several models for recyclers in the parts collection, so all you'd need to do is give him the configs.
  12. This is just an add-on for KPBS, so all parts currently in KPBS will still be there. It's focused on MKS parts, materials, and toolchain because it's a complex one. I am putting in appropriate ':NEEDS' blocks, so if you were to install this with MKS but not USI-LS, you'll only get the MKS parts. (And if you were to do things like pull Konstruction out of MKS, you'd automatically lose the construction ports I'm adding.) I'm not overriding any parts currently in KPBS - either I'm adding modules (like logistics) that they need for MKS, or I'm duping and renaming, so you get entirely new parts, so I won't interfere with anyone else adding stuff in to the current parts. (Well, with one exception: Pathfinder does a lot of messing with KPBS parts, and changes many of them around completely - I've got a patch set in here to remove all of that to give you the basic parts mostly back. I should still do the fuel tanks, but I want do see if I can figure out a better way than just re-writing the tank configs once Pathfinder deletes and replaces them.) Basically: I don't interfere with anything KPBS already does, and the focus of this pack is on USI mods. If you want a Snacks recycler, you should probably take it up with Nils277 in the main KPBS thread, because that's the right place for it. (I even plan on pushing our USI-LS patches upstream to him, once we finish them.) If once we finish stage three you can tell me where Snacks fits in to those parts (if needed), then I'll be glad to take PRs on including support. I'm already trying to write in CLS support where it's appropriate, as it's another mod I use. But the focus of this pack is making KPBS parts equal partners to USI parts when you have MKS (and USI-LS) installed.
  13. Note that if you have the funds, you can hire them directly from the Kolonization window - whichever specialty you want.
  14. So, dboi88 is still working on some texturing - and I want to tweak some of the logistics patches - but here's what I'm planning on for 'new parts' in the stage one release: I'm open to life-support suggestions, but this has been my focus so far; I wanted to get this done. I think I've got all the parts in place, minus a couple of textures.
  15. More comfortable than breathing vacuum. Escape pods/life rafts/emergency shelters are rarely comfortable. They are efficient for their purpose, and try to take as little space from the actual purpose of the ship/vehicle they are attached to as possible.
  16. Try raising the orbit by a few centimeters. (I think the check is a 'greater than', not 'greater than or equal'.)
  17. The closest I can think of is Aircraft Carrier Accessories, which has a dock like that but it's not for long-term use - it's for the catapult, and I'm not sure it would work if you left the physics region.
  18. Looks good to me, though you can probably delete the '.DS_Store' file - that's Mac-only, and likely came from some pack where the mod author didn't realize it was there. (On a Mac it's invisible, and it's hard to remove.) Just to be sure: You aren't seeing the 'Rovers' tab in the side menu at all?
  19. I think unmanned makes more sense - Escape pods should be able to provide their functionality to anyone who gets into them, not just to pilots.
  20. Pics of your GameData and UmbraSpaceIndustries folders would good - if it's not showing up likely you have something missing or misplaced.
  21. Of course it should. What kind of question is that?
  22. You can use both. At some point in the future, integration between MKS and EL will be depreciated and removed - it hasn't happened yet. Even when it does, you'll be able to use both, you just won't have the tight integration they have at the moment.
  23. Meh. As long as they are close to the same plane, you'll at least be within an order of magnitude...
  24. Technically, I think it's being rewritten. Which means it's on RoverDude's long list of things to do.
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