

DStaal
Members-
Posts
4,001 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DStaal
-
OMICRON - Flying Space Car Development Thread
DStaal replied to Climberfx's topic in KSP1 Mod Development
A few issues: First off, something's up with the Filter Extensions support: http://magehandbook.com/KSP/screenshot_2017-01-01--12-15-59.png http://magehandbook.com/KSP/screenshot_2017-01-01--12-17-26.png So, the parts are loading, just not into the custom category. I'm not sure why - the category just puts everything from the folder in, and they *are* in the correct folder. Also, these lines don't do what you think they do: @PART[O_cockpit_one|]!RESOURCE[Food]:FOR[TacLifeSupport] @PART[O_egg_crew_one|O_egg_crew_two|O_egg_crew_three|]!RESOURCE[Food]:FOR[TacLifeSupport] Because they use 'FOR', they tell MM that TacLifeSupport *is* installed, and to activate any other patches that require it. You mean 'NEEDS'. -
Fair enough. You should make some note someplace about how the technology was only discovered when the scientists moved away from using the ubiquitous unobtanium.
-
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
Likely there is an installation problem. Pics of your GameData and WildBlueIndustries folders would likely help. -
I'm just hoping some of these parts are made with Unobtanium.
-
Sounds like you have something weird going on, actually. Can we see a pic of your USI-LS settings? (And the ship, but I'm guessing the problem is in your settings.)
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[WIP]Escape Pod Mod - REKT development thread
DStaal replied to steedcrugeon's topic in KSP1 Mod Development
True - I thought about that a bit. But either you store 2000+EC at the start somehow, or you take it in via a trickle - one or the other has to happen for the freeze. With it being able to trickle-charge, you can make the internal RTG *really* low powered, and make the thaw more trouble than it's worth, and use something like my turbine generator idea for the freeze, whereas we seem to be having trouble finding a way to only have the 2000 EC at the start. -
[WIP]Escape Pod Mod - REKT development thread
DStaal replied to steedcrugeon's topic in KSP1 Mod Development
As and update: JPLRepo has said he'll look into the change in behavior on Deepfreeze. So, if he can find the issue, trickle charging may work at some point in the future. -
You want this: It's stock behavior. Debatable whether it's a bug or not - I'm on the side of not, but if you think it is, then get the above mod.
-
USI's Sounding Rockets pack has one - along with a small reaction wheel module. Coatl areospace has some very nice surface-attach reaction wheels. There's another mod I know that has a nice set of radial probe cores, but I can't remember which it is at the moment.
-
Never used the first, and the latter two are so tightly interwoven I've never used them separately. Also: That's an odd selection of choices. The first isn't related at all to the other two, and the other two are usually seen as one unit.
-
I figured it was something like that - but I wanted to bring it up, because it makes a big decision in ship design. Under the old behavior, as long as you had generating capacity you didn't really need much in the way of EC storage capacity - it'd get gobbled up as it was generated. Currently, generating capacity is mostly irrelevant - all you need is storage capacity. I was bringing it up in the context of REKT, because they are still trying to tweak a cryofreeze escape pod, and the current design works under 1.1.3, but not under 1.2.x - and it would really unbalance the pod to include 2000+ EC: It's not supposed to be able to *unfreeze* a Kerbal on it's own, and the rest of the pods only have ~50 EC. What was being looked at was some various one-time storage options or one-time generator options. So if the old behavior could be restored, it can have the pattern of 'one-time high-flow generator, minimal storage and a trickle maintenance generator'. So consider this a request for that. (I can put the request someplace else if you'd like.)
-
[WIP]Escape Pod Mod - REKT development thread
DStaal replied to steedcrugeon's topic in KSP1 Mod Development
Interesting. I was thinking of them as a more advanced version of the mk1-A, for when you care about where you land. On the module: You're welcome to use it, but be aware that in 1.2.2 Deepfreeze needs all it's EC in one lump - you can't trickle-charge. The initial thought on that was that you could feed all the EC into Deepfreeze over a few seconds from the turbine generator, but it looks like you need to have it all in battery storage, unless you can talk JPLRepo into getting trickle charging working again. Also, my initial idea was to have it so that you couldn't shut down the turbine generator - but stock ModuleResourceConverter doesn't support that. So if you want to include that, you'd need to sub-class and override. -
Intentionally? (I didn't see anything when I went over the changelog.)
-
Quick question: I'm testing out the cryopods from the REKT mod, and I've noticed that in 1.1.3 I could start a freeze that would run me out of EC, and the freezer would continue to charge as it got more EC, until it finally had accumulated enough to do the freeze. In 1.2.2 I can't seem to do that. Has something changed?
-
[WIP]Escape Pod Mod - REKT development thread
DStaal replied to steedcrugeon's topic in KSP1 Mod Development
Sorry I haven't been getting into KSP much lately, I'm a bit behind on testing things... I did do a quick test of my solid-fuel generator. It worked, with two issues: First off, I couldn't find a way to make it so that the generator couldn't be stopped. Not a big issue, but it bugs me. Secondly: Deepfreeze in 1.2.2 seems to need to have all the EC available at start - the freeze process aborts if there's no EC, instead of continuing to charge the capacitors. I didn't do much balancing, but here's what I tried: RESOURCE { name = SolidFuel amount = 30 maxAmount = 30 } MODULE { name = ModuleResourceConverter ConverterName = Turbine Generator StartActionName = Start Turbine Generator AutoShutdown = true INPUT_RESOURCE { ResourceName = SolidFuel Ratio = 1.0 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 100 DumpExcess = true } } -
I'm working on something with this and am wondering if there's a way to *not* have the 'shutdown' button? (You can start it, but you can't stop it without running out of input resources.)
-
I believe that might be 'Hotspot'.
-
Nope. KPBS doesn't do anything either way with this mod. It doesn't break, and it doesn't have anything to support EL, meaning it has no workshops, storage, or launchpads that fit the KPBS profile. (There are plans to change the latter, but mostly it's just plans at this point.)
-
Are any of the MKS parts inflatable parts? Especially if they are built inflated? Current MKS inflatable parts need MaterialKits to inflate, and EL could be accounting for that.
-
I'll admit that while I'm not against tweaking things and have quite a collection of personal MM patches, I don't tend to mess with what I think of as 'base stats' for parts: Size, mass, volume, etc. The only exception I've made to that so far is for a sample drill that was bigger than some *real* drills in the original, which I scaled down to something more science-part sized. But basically, unless I think there's something *wrong* with the part as-is, I'll leave it. Maybe bug authors occasionally for additions, but not try to interfere with their designs. :shrug: Anyway, I just thought I'd float it as an idea, if you wanted to make use - and a note on what friction I find in using the part vs. other parts from other packs: That I find the part a bit small, in comparison with the parts I want to use it with.
-
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Most common reason for that is having the wheels upside down. Can we get a pic of your rover?- 1,473 replies
-
- 1
-
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
You might try putting in USI's Asteroid Recycling Technologies. As a side-effect it makes asteroids about four times larger and thirty times as massive.
-
I know, I know... (Though the 3.75m statement does help a bit - it means the multi-adaptors to 3.75m won't clip into each other.) I just like keeping the clean look. As I said: actually more important in a way is the tanks. Clusters of engines is fine - clusters of engines and tanks is kraken-bait. (Oh: I put in a PR to fix a minor issue with the CLS config, by the way. Not the CLS works in 1.2.2 yet, but it prevents MM from throwing an error.)
-
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
DStaal replied to steedcrugeon's topic in KSP1 Mod Releases
Admitted the last release is more of a beta than a full release, and was a bit scant on the details. (He's even asked for feedback on the parts.) But my point is: Yes, he's thought about it. He's even implemented it. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
DStaal replied to steedcrugeon's topic in KSP1 Mod Releases
In the most recent changelog: Added mk1C Cryo Pod That's the DeepFreeze pod.