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DStaal
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KSP2 Release Notes
Everything posted by DStaal
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Looks like we have some new parts - Karibou is now part of MKS. (And we probably need a page on the new types of Kerbals as well.)
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Important add-on note to the above: One of the other mods I do have installed (I'm slowly re-growing my list, making sure everything still works) is Filter Extensions, which could be doing something with it.
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That would be logical, but since I see them in a fresh 1.2.2 install where I haven't tried to load an old savefile in at all yet, it's not the case here.
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[WIP]Escape Pod Mod - REKT development thread
DStaal replied to steedcrugeon's topic in KSP1 Mod Development
I got it going in a sandbox in 1.2 - though obviously I need to understand something about Commnet, because I couldn't get it to work on the launchpad with an antenna with Commnet on. (Only had partial control - no translation command, which is what you need.) I'll see if I can get a couple of use-cases put together, but it may end up waiting until my weekend. (Monday-Tuesday.) Interesting. I was starting to work on a patch idea that had a solid-fuel run generator that could be kicked in for the initial freeze. (The idea being it ran the exhaust through a gas turbine generator instead of using it to generate thrust.) Obviously the generator couldn't be refueled and could only be run at full output, which I thought was an interesting mechanic. Either way - good to hear you have a solution besides 'sit in timewarp with the ship focused for an hour.' Driving Kerbals crazy is fine. Driving players crazy is another issue. Good to hear - I kinda thought that might be the case, but I wanted to make a note either way. -
Was just noticing, based on a comment I was making in the MKS thread - that the wiki doesn't seem to have anything dealing with colonization bonuses. It's a bit of an esoteric concept: A mostly passive bonus you get just from having Kerbals in place. But it does add up and is useful, so it would be good to have something in place. (And I'll admit it's a topic I've never felt I understood fully under UKS.)
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discussion Discussion - Community Category Kit
DStaal replied to RoverDude's topic in KSP1 Mods Discussions
I had tried that a couple of times. As I said: It appears the problem was some sort of set-up issue between macOS and The Unarchiver - I'd gotten a permission request on another archive, and after that I came back and it worked. (Current versions of macOS require that you actively give applications permission to write to any directory other than the normal 'Documents' directory - it's a one-off request, and I just got a new computer so I'm getting them all again.) -
You might also look at USI's Survival Pack, it's got several very small RCS tanks.
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discussion Discussion - Community Category Kit
DStaal replied to RoverDude's topic in KSP1 Mods Discussions
I use 'The Unarchiver' on Mac. Typically it handles everything. However, as this is a new computer there are some things I'm still setting up - and it's possible there was some oddball permissions setup issue that was the problem, since my fourth try works now. (And why it worked on the previous version - and most of the stuff I was downloading - but not *this* version is still an open question.) -
discussion Discussion - Community Category Kit
DStaal replied to RoverDude's topic in KSP1 Mods Discussions
The download for it seems to have issues: My unarchiver won't unzip it, prompting me to find 'the rest of the archive'. (Since I'm manual anyway, I went with 1.2.0, which has no issues.) -
is there a levitation mod for large ships?
DStaal replied to Acronza1's topic in KSP1 Mods Discussions
Another option - depending on what you mean - might be to use Extraplanetary Launchpads to build them off-planet. A lot of the big ships seen in movies and such are designed to be built and operated only in space, after all, and EL lets you do that. -
[WIP]Escape Pod Mod - REKT development thread
DStaal replied to steedcrugeon's topic in KSP1 Mod Development
Playing around with things a bit - the probe cores aren't fully functional in 1.1.3. Not that they need to be, just that it means my test in my current game didn't work very well. An early Christmas present has meant I can get some stuff going in 1.2, but I haven't set up that yet. The mk1c works fine - though it took a full hour and a half of game time to freeze my test Kerbal. (Half an hour to cool down, an hour to generate the EC needed.) Timewarp *does* work with it though, so it's not completely unbearable. But it is something to note if you feel like evacuating your entire crew into Deepfreeze capsules. It would be nice if the mk1c had some interactivity - I'm not sure what's being planned. At the moment it has no IVA, and no indication of what state it's in. Most Deepfreeze capsules tend to 'frost over' when they freeze - that window/door would be ideal for that. (And the light above it would be nice to tie into indicator lights to give current status, if that's possible.) None of this is a problem, of course, it's just some niceties that could be added. -
Does USI Kolonization work with KSP 1.3?
DStaal replied to techgamer17's topic in KSP1 Mods Discussions
Note that there were a lot of changes between the versions of UKS for 1.1.3 and MKS for 1.2. A renaming being just one of them. About a third of the parts were replaced with something completely different, and *all* of the rest changed names and textures. That's not to mention that nearly all of the deeper mechanics were rebalanced, and a couple were added entirely. That's not to say the old version is bad - it's very good. Just be aware that the community docs and help have been completely re-written, and that you can expect *any* ship built with the 1.1.3 version's parts to break if you ever try to upgrade to 1.2. -
Sounds good to me. I might throw one line into this section saying something like 'Scavenging can be extended via Resource Distribution' - just as a pointer to let people who are only reading this page know that there is more, without actually trying to muddle in an explanation. (It might be useful in that section to also have Warehouse - Base and Warehouse - Rover - Base examples, but that's another discussion.)
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One thought on this section: From what I understand resource transfers are extended to 2km if any distribution helper is available - The Karibou being one, but so are the Duna and Tundra distribution hubs. (And at one point you needed a pilot - not sure if that's in the rework for 1.2.)
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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
It still sounds like somewhere there's a rogue USI-LS patch adding stuff in. Probably poorly written using ':FOR[USILifeSupport]' instead of :NEEDS, which will make it trigger the KPBS USI-LS patches. -
I'd say don't bother: That's known to be tied to MKS, so either people will be using MKS and get the chain already, or you'll confuse people. (Worse: You could conflict with MKS's EL config, and cause issues. Though MM can solve that.) Now if you're talking about the production chain - again, I'd stay away, if I were you. MKS has a complex chain that seems to get tweaked every time RoverDude updates. You'd either be duplicating his work, and constantly chasing him, or you'd be offering a shortcut chain that makes the MKS chain a bit redundant.
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No issues per se, but I think it would be worth mentioning in there someplace that resources are always 'pulled': You need something with a bit of storage and a *need* for the resource for a resource to transfer.
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[WIP]Escape Pod Mod - REKT development thread
DStaal replied to steedcrugeon's topic in KSP1 Mod Development
I'll probably be willing to test. (And I may even be able to test in 1.2 soon...) -
.tar.gz files (aka: .tgz files) are not compressed twice. They come from a more old-school Unix line of thought, where each tool does one thing. In this case the tools are 'tar' and 'gzip' - gzip is good compression program, but only works on single files or on streams. 'tar' is a file archive utility: It bundles files together into a single package, preserving permissions, folder structure, etc - but doesn't compress the result. (It was actually originally designed to write to tape backup drives, hence the name: Tape ARchiver.) So if you want a compressed bundle of files, you archive it with tar, and then compress it with gzip. Or bzip, which is also common these days. Or xz, which is starting to become popular... (And yes I know there Mac equivalents of 7zip - I did mention implementations exist - but the point remains that most Mac users upon seeing a .7z file will go 'huh?')
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So you have a solution that fits your workflow. Good. Other people's workflows are different - no harm in their solutions existing, especially if (as with a mod) their solution doesn't impact yours in any way. (And, of course: A timer at a set time in the future is different than knowing what the time is now.)
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7z is also fairly Windows-centric - while other implementations do exist, it's main implementation is a Windows app, and it's not much heard of outside that platform. Technically Zip supports compression using the LZMA algorithm, which 7z is a variant of. So you could force your compression into that format. (Though WinZip apparently will then give the archive the ending '.zipx'.)
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There are a few border cases - I've lost Kerbals in a solar-powered rover that I drove to long into the Minmus night, for instance - but yeah, in general it's an ignoreable edge case. The one thing it does do is raise 'enough power generation' by a bit. (And even that rover was recoverable by abusing how KSP handles generation: Switch away while it still had some power, and make sure not to switch back before it's in the sun, and it'd come back with power.) That's been one of RoverDude's design goals. Surface-based bases can be self sufficient by using local resources, but space-based stations can't be.
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It is a bit annoying, but yeah it has to do with KSP's catch-up mechanics: KSP doesn't actually calculate EC production and use in the background, so USI-LS can't calculate how it's progressing. The best it can do is say 'last time we saw this craft it had this much EC'. It would take a major rewrite of KSP's internals to avoid this. (There are a couple of mods that attempt to do this, but USI-LS isn't one of them.)
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You have to have a space for it, have the clock, and think to look over. This is right in front of you, doesn't cost anything else, and works. (Not that I would use it myself, but I can see why.)