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DStaal

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Everything posted by DStaal

  1. This mod is probably the closest thing to an alternative to IR that exists - but what you want needs to be IR at the moment. Sorry.
  2. Not a big problem - and it wasn't that your one post annoyed me, really. It was that in *lots* of places, by *lots* of people, I keep seeing 'EL parts don't work with MKS'. They do. EL is written that way. So it's not so much that you annoyed me as that your post was the one I finally decided to respond to. (As for MKS-Lite and getting the config with that - MKS-Lite no longer exists. There are plans for a config-file option to downrate the current MKS into a lite version, but the mod itself is depreciated and there hasn't been a version for KSP 1.2 onward.)
  3. Just to let you know: Kobattos managed to spend 12 minutes raving about this part.
  4. No problem, and I was mostly saying that part as a way of saying that I understand. Another thing to mention and to think about: Make sure the root part of the rover (I actually never use subassemblies - I just save it as a regular ship and merge it in) is the part that you want to have attach to the garage. The root part is the only part that KSP will try to attach to. Typically this means I have to design my rover, and then re-root it.
  5. See, but the thing is Keridian Dynamics doesn't do anything to let you choose between MaterialKits and Rocketparts. All of that logic is in EL, and dependent on whether that EL_USI.cfg exists. (Or other similar configs.) This is the part that annoys me: That people act like other mods have to do something to be compatible. Any EL part uses whatever recipes EL specifies. MKS changes the EL recipes, so therefore any EL part will use the MKS recipes if MKS is installed. There's no extra step, no having to choose, it just works: If you have the MKS recipe file loaded, those recipes get used. Regardless of what launchpad you use to build. Now, the *production chain* is a different story, there each part needs to specify what it consumes and produces. But Keridian Dynamics doesn't attempt to provide a full production chain to MaterialKits anyway. (Though it does have an optional config for the Furnace that lets you put it into the chain.)
  6. Quick question, because I see this statement repeated and I think it's based on what people think happens instead of what actually happens: How does using Materialkits/SpecializedParts screw up this mod? (I ask this as someone who uses this mod together with MKS regularly.)
  7. (Sorry about the quote - forum broken, especially on mobile.) The Destroyer: Known issue with the latest version of Kopernicus. It's doing something weird and it causes KSP to die when loading lots of other mods. A fix is coming from that mod, as that is where the actual problem is.
  8. For reference: In my image on the last page, I used Buffalo docking ports - one on the garage, and one on the rover. I wasn't trying to show that exactly, so it's a bit hard to see (especially since I *also* packed the garage with lots of other stuff stuck to the walls), but it's visible in the second picture on the back wall, partially hidden behind the surface scanner on the right wall. It's an unusual docking port in that it's rectangular, and made for rovers as more of a trailer hitch. I have it attached and translated down to put the rover where it was needed. For attaching things inside and getting things attached in the right places: I advise putting the attachment system in first thing, then using Alt/Opt to disable surface attach and make sure the rover (which I pre-build in the SPH) snaps to your attachment nodes.
  9. Three posts above yours the mod author said he'll get to it as soon as he has a chance. So: Not yet.
  10. Have Kerbals use 'PurifiedWater' instead of Water. (Actually, if you're modeling it I suspect the 'realistic' solution would be to have four waters: MinedWater, PurifiedWater, GreyWater, BlackWater.) Though I'm guessing that's not something that is within the scope of this mod. Mine Hydrates instead of Water. They are also a CRP resource, and then you can have the purifier or something turn that into whichever water is best. (But it's base-breaking if you just replace the current drills, as the distributions of Water and Hydrates are independent.) Just other immediate options that came to mind.
  11. From your description, you installed manually. (CKAN in a separate program that can install mods for you - *usually* it does a good job, but not always.) As for the log file: The first post in this thread has a link to instructions on where to find it, and how to write a good error report.
  12. I figure you can always leave them out if you want. I just like Hanger to counter my constant framerate issues on things, and it seems like a good fit. From the docs, it looks like basically what you'd do is add a couple of special colliders and then tell Hanger about them in the cfg. Anyway, it just looked like a natural fit, if you were interested. Either way, this looks like a good way to explore Kerbin or possibly a couple of other planets.
  13. Just browsing in - looks awesome. One question: Have you thought of having Hanger support integrated? I could see the elevator being a Hanger dock, and the hanger decks being Hanger extensions. (And maybe have an endcap that's another Hanger dock, if people don't want to use the elevator.) My only other question is how much work I'll need to do to get the parts working in 1.1.3...
  14. You know not the can of worms you open.
  15. Or switch to using the CommunityResourcePack version of Deuterium, if it's suitable.
  16. I know I've seen similar issues with the science lab in KSO - apparently the science lab stuff is sensitive to the order of the part modules in the file, to some extent at least. (I won't say I understand what was going on, or the solution they talked about, just that they've dealt with a similar issue in the moderately recent past.)
  17. From my understanding: You never *need* to use the Wide-band scanner in SCANsat. However, it's earlier in the tech tree, and can give a comprehensive full-planet scan faster, so it's often a good idea to use it. Also, there's the question of how much resolution you actually need - the wide-band scanner gives a fairly coarse resolution, but it's often enough - especially if you do things like send a rover out to scout the exact spot you want. The Narrow-Band only does orbital scanning, and can be done without the wide-band: It will give you a much more fine-grained resolution, once you've done your ground proofing. Without ground proofing you won't have exact values available. A more succinct summary: You need either the Wide-Band or the Narrow-Band for the orbital scan. You need to ground proof for exact values in a biome. You need the Narrow-Band for a high-resolution orbital scan. I note that #1 on that appears to be contradicted by the Wiki, but it's how things have behaved in my experience - though I'm still on 1.1.3, so this could have changed.
  18. As a fix: Edit 'grabMaxMass' in your KIS config to something obscenely huge, and then send an Engineer out on EVA to pick up the station and attach it to the hub. You may want to increase distances as well. It has to be 'pick up the station' because again KIS can't pick up the root part without picking up the whole object - but you can pick up everything *but* the root object as a sub-assembly. So in this case your sub-assembly will be the station (minus the port). Be ready for your Kerbal to gain huge amounts of velocity if something goes wrong. (It's not impossible that your first probe out of the solar system will be a lone Kerbal in their suit...)
  19. All I did with that page is reformat it. Credit for the info goes to dboi88.
  20. Hate to say it, but there's a typo in there, I think. (You've got 'One your Hab timers reach...', I think you meant 'Once your Hab timers reach...')
  21. Looking good! BTW: I think you'll need to put a statement on your license in the OP. I think you forgot it.
  22. Most of the Tundra parts, and some of the Ranger at the very least - I think even one or two of the Duna series.
  23. Not directly, but I know RoverDude does this in MKS by using his own plugin. You could have a look at how he does that, or take a dependency.
  24. Specifically, he wants to look at this patch in that mod, which hasn't made to a release yet. (It was intended to make it into the last release, but didn't make it into the zip somehow.) That will add the ability for parts from that mod to act as a Kerbal for lifting using KIS. If he wants to apply it to another part, it's fairly straightforward - though I'll note that working on large parts in orbit isn't exactly easy. (I've got a personal patch here which adds it to one of the Orbital Utility Vehicle parts, and it's a lot harder than doing it on the ground.)
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