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DStaal
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Everything posted by DStaal
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Ok, so I've been slowly upgrading to 1.2.2, now that I've got a computer capable of running it. One thing I've noticed a couple of requests for in the regular thread was for example craft files: What would people think about having a page on the Wiki for those? And, if we do, where should the craft files themselves go?
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[1.2] Xepher Labs (Modified Stock Parts)
DStaal replied to Vladimir Gaming's topic in KSP1 Mod Releases
Can we get some pics, so we know what we're getting ourselves into? (And the mods will want a license.)- 8 replies
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- kill the kerbals
- mods
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(and 1 more)
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
CKAN has a bit of a history of being a support-issue spawner. The problem is that it's very convenient and looks like it's doing a perfect job - even when it's *not* doing a perfect job and has in fact messed up your mod install. In which case people come to the mod authors and complain, when it's really a CKAN issue. It's a good idea, but the implementation is going to be a problem; there's just no good solution really, other than Squad issuing a decree. KSP-AVC does a bit better of a job at keeping track of what you've got installed and up-to-date, but it depends on you to install mods yourself. (And it also doesn't have 100% coverage.) -
For me it seems a bit more odd: Parts are visible *if* I've looked at them in the 'blue' tabs first. Or at least, looked at some of the blue tabs first. This appears to be per-session in the VAB or SPH. Once I've looked at them in the blue tabs, I can see them in the green. Otherwise, I can't. I may be able to get a log up (there'll be lots of mods...) in a bit.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
BTW: Are you ever going to update SpaceDock so it knows your mods are compatible with 1.2? (Github issue added as well, just as a reminder... ) -
I believe the problem is going to be that KSP doesn't actually track what's being produced and consumed in the background - it fakes it by doing a few big bunches as soon as you load the vessel. So you could use a mod to automate the control of starting/stopping the electrolysis unit (Smart Parts matches what you want there), but it'd only work with the vessel in focus.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
It's likely to make my DeepFreeze-enabled deep space explorer ship quite a bit easier to design (it needs two pilots to stay awake during the trip, to monitor), but I don't see it being to OP without other mods. At least, at first impression. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
GC only builds on the surfaces of planets or moons. You could likely build some of the stuff and launch it off of Minmus or something, but you need to be landed to build - even if it's not on Kerbin. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
The one thing that will limit is building directly in space - but at that point doing that should be pushed out to being a very late-game mechanic. (I wonder if you could integrate it with ART or Hanger to build on/in asteroids? Give you a surface or a container to build in, makes some sense...) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
And here I was all set to write a some MM patches for exactly that today. (As well as putting in a Github issue for the thing I mentioned yesterday.) Nice to see. From a quick survey, my thought was the only thing (besides making the workshop parts into Ground Construction workshops) that's really needed is the ability to use MaterialKits instead of Metal as a building material. (The stuff SpecialziedParts is used for would be included in the construction kit.) My thought had been to set up Ground Construction as a mid-game construction mod - early off-world construction being made mostly by assembling stuff from home - and then to have EL be an end-game construction mod, for once you've set up a full industrial chain off-world. (And had practice with Ground Construction.) -
That's a Potemkin. Sure the main reading room (where the VIP's hang out) is nice, but really everything's stored on dusty metal shelves in the basement.
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I just wanted to say, as someone who's worked on government systems that were large enough that a short DDOS made the news... BWHAAHAAAHAAAHHAAA! You think they spend money on these things...
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People should also note that backing up a database backend isn't as simple as backing up a set of files. MySQL or Postgres (as examples I've worked with) for instance will likely have several files going at once per database - sometimes several per table. A normal home backup will copy one at a time over, one after the other. Which isn't much of a problem with normal files, but all of the database files are being changed constantly, and their internal states depend on the internal states (and possibly metadata states) of the other files. There are a couple of different ways to solve that, but something like Time Machine will leave you with a broken database. This all also complicates this restore: You can't just grab one of those files and have it be the thread. The thread is likely spread over several of them - and you may not have backed them up that way. (You may need to do things like rebuild the database from scratch, import the data from a couple of months ago, then import everything since then in the correct order, and *then* you can start pulling out the threads you need. It depends on how you solved the issue of getting a coherent set of data to backup from the database.)
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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 commented on Local Logistics in the other thread, so I wanted to say 'yay!' again here for that. Also loving the KIS storage additions. One thought I did have upon seeing the list was that if it were up to me I'd leave part scrapping as engineer (and related subclasses) only - while opening demolition to anyone. (Anyone can press the button to set off the charge that was laid, but it takes someone who knows what they are doing to take it apart by hand - or to place the charge via KIS.) -
Trust me, spending a couple of days explaining what happened to everyone while trying frantically to fix it is usually punishment enough for this type of thing.
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One of the forum mods had a fat-finger moment and deleted every thread on the front page of releases - there's details in a pinned thread. They're trying to get them back, if they can.
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OMICRON - Flying Space Car Development Thread
DStaal replied to Climberfx's topic in KSP1 Mod Development
Since someone accidentally deleted the release thread, could we get a link to the download in this thread? (At least until they fix things.) -
Rather than reposting what I said before, I'll just point you to a previous discussion that touched on this:
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Sounds like a good idea - and really, this mod could be made entirely with MM patches, I think. Just cloning and rescaling (and possibly retexturing) stock parts.
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New challenge- New career-Gameplay mod recommendations
DStaal replied to Noel32's topic in KSP1 Mods Discussions
I'd add in ScanSat, for a slightly better scanning/mapping experience. And if you're doing Pathfinder, you should take a look at MOLE for your orbital operations. (And maybe DSEV for your deep space operations.) DSEV has some welding docking ports that will make building things is space a bit more sturdy as well. (They work very similarly to the ones in the Konstruction pack.) Worth looking at/thinking about is Extraplanetary Launchpads, for building out in-situ. Or Alista's new Ground Construction mod - which lets you ship up kits from Kerbin and build them out on site. (Vs. EL's where you can do the whole refinery chain in-place.) Keridian Dynamics makes some very good replacement parts for EL if you don't like the parts that ship with it. (Which are notoriously... Odd. I'll go with odd.) And all of the Near Future stuff is worth looking at - but the Construction, Solar, and Heat packs especially so, as they directly fill in some places where stock has gaps, without anything else going on. (Some of the others have some mechanics changes on how things operate.) And since you sound like you're going for a semi-realistic playthrough, may I suggest Connected Living Spaces? It'll enforce that you can't do things like transfer a Kerbal through a truss or fuel tank, so you have to pay a bit more attention to your designs. -
@linuxgurugamer, since you pointed to this in a different thread, I thought I should mention that your description of USI-LS is wildly out of date. (Not your fault really: It's still the same one RoverDude has in the first page of the USI-LS thread, which trips up more than a few newbies.) I don't really have time to say anything detailed about it at the moment, but main points: Vets are no longer excluded from effects by default. Habitation is now a thing, and needs to be taken into consideration. Homesickness also - it's a variation on Habitation. There are more parts now. (16 in just USI-LS, though most are just variants of storage tanks.) Habitation/Homesickness definitely deserve a mention in any comparison, as I can't think of any other LS mod that has a similar mechanic that I'm aware of. (Well, I haven't looked at Kerbalism.)
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Personally, I've never used these parts to build the probes that they were designed to emulate - but I use them all the time, in my own designed probes, and rovers, and... So, I'm on the side of flexibility.
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Don't touch CRP. It won't break the game, but you could easily mess up *lots* of mods. Not that it would help you anyway - RoverDude's Kontainers aren't directly related to CRP anyway. They happen to hold a large number of CRP resources, but they don't hold only CRP resources, or all CRP resources. If you want to add something to them, you'd have to edit their files. (Or write an MM config to do it for you.) Unfortunately, they aren't exactly easy to edit: You'll need to deal with something like 8 lines in two modules in the files, and make sure they all match up exactly. (And make sure you compute things like 'the total cost of the kontainer with the pellets'.) Oh, and you'll have to do it for each separate Kontainer. If you want more help, I'd head over to the MKS thread - it's kinda on-topic there, as at least that's the correct location for those parts.