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DStaal

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Everything posted by DStaal

  1. Best to ask these types of questions in the mod's thread, by the way. But to answer your question: Assuming you are an Engineer with a tool, you can then click where you want the part to go and it'll get attached. What type of tool depends a bit on the part and what you're trying to do: Surface attach and node attach need different tools, and some parts only allow one or the other. There's also a manual in the KIS download with more info - it's available as a PDF outside of KSP, or as a book you can place in a Kerbal's inventory and read from there.
  2. Closest I know of is this note-taking mod, that allows you to enter per-ship logs: But you'd have to enter the events yourself.
  3. Note that the official name is Extraplanetary Launchpads, not Extra-Planetary Launchpads. To paraphrase taniwha: The second means more launchpads on Kerbin, the first means launchpads off of Kerbin. He's been known to be touchy about the name on rare occasions. This also means 'EL' is correct and 'EPL' isn't, even though the second is moderately common. For the list: WBI - WildBlueIndustries. (Buffalo, MOLE, Pathfinder, and a few others.) FTT - Freight Transport Technologies. ART - Asteroid Recycling Technologies. SEP - Surface Experiment Pack US - Universal Storage OPT - Orbital Portal Technologies. (A spaceplane parts pack.) NFE - Near Future Electrical NFT - Near Future Technologies NFC - Near Future Construction KSO - Kerbin Shuttle Orbiter KRnD - Kerbal Research and Development KJR - Kerbal Joint Reinforcement CLS - Connected Living Spaces JSI - I'm not actually sure this stands for anything, but it usually means JSI Advanced Transparent Pods
  4. As RoverDude said, it will integrate - but do note that any ships/stations/bases that you have in flight will not have supplies in place, nor are they likely to have any habitation parts. So it'd be a good idea to recall your Kerbals before they starve or go mad from lack of space.
  5. If you can drive an Akita rover freshly launched without a probe core attached, I'm impressed. After all, without a Kerbal in the seat it doesn't have any command control.
  6. Thanks for the info - and good to know there's a work-around. I'll try that.
  7. A quick comment on the UI: With the select vessel drop-down on top of the other buttons, I can't seem to scroll it, which means I have trouble accessing any but the first 4/5 ships stored in a particular hanger. Basically I have to unload the ships in front of them first. (Note that I am using KSP 1.1.3 with the appropriate version of Hanger - I haven't seen anything in the release notes that indicates newer versions changed this behavior.) Still, enjoying the mod very much, thanks.
  8. Mkerb Inc. Science Instruments. And yep, the time one is called Liquid Time.
  9. Or more simply: Extraplanetary Launchpads - it just does mining, refining, and building. (USI extends it considerably.)
  10. Well, not by default - but it's an extremely simple MM patch. Just copy the MM patch in TakeCommand that applies it to the stock seat, and replace the part name with the name of the seat you want it to apply to.
  11. There's a mod around here someplace - I'm not sure if it's updated to 1.2 - that would allow Kerbals to spawn in command seats. (Or tricked KSP into doing it.) It's got a few odd side-effects though. My normal solution is to grab the avionics module from the Sounding Rockets pack. It fits quite nicely on the side of the Akita command module, and then you've got unmanned command.
  12. I'm not sure I'd expect scientists to be useful in a situation like EL - they'd be doing other things, but building things is really a job for mechanics and engineers. And it's not like scientists aren't useful in KSP, in stock they are arguably the most useful profession, so I'm not sure this needs to address making them useful.
  13. There's also my old patch, that adds a couple of small ones, as mods of the current airlocks.
  14. Which is generally the idea for it: Run on solar during the day, and 'store' energy for your fuel cell to run at night.
  15. By the concept for USI-LS, Oxygen is part of Supplies. I doubt that will be broken out.
  16. I think there might be some docking modules in some of USI's parts - the Malmute docking port comes to mind. Several mods also have variants of KAS pipes with CLS functionality, I'm not sure if that's related. (Worth looking at also is the newest Buffalo variant, which has a modified KAS pipe that also allows a hatch - though I haven't looked to close at it, it may just allow access to the hatch of the part it's placed on.) If neither of those apply, then I don't think anything does.
  17. Seat inventory is basically the Kerbal's pockets - if you were to launch that same craft from the KSC launchpad without crew the inventory wouldn't be their either - it's only there if you have a Kerbal in the seat at launch. You need KIS storage - something like one of the KIS storage containers. They hold the inventory without having a Kerbal. Basically, you need a part that has an 'inventory' button, not a 'seat inventory' button. This is something that's been discussed over on the KIS thread quite a bit recently, and I think the current plan is to remove seat inventory altogether as to confusing.
  18. No problem. Just wanted to raise the 'identity vs ability' issue for thought. (Partly because where I think of crew indicators I think of the one stock part with crew that I use on a regular basis - the science lab.)
  19. MM happens after the assets are loaded - so it just keeps them from appearing, it can't keep KSP from loading them. They aren't in the game at all, but unless KSP has gotten smarter in the last couple of months you're still out the memory.
  20. Actually, with the current internal shift from classes to skills, how much work would it be to key off that instead? I'd catch Colonists automatically then, as they are just a re-distribution of the same skills. (Though you might need to do things like decide which skill you're going to highlight by preference, and you'd still want a 'unknown' skill color.)
  21. I'd say 'use mechjeb' is global, but 'use timewarp' - while it should have a global default - needs to be at least overridable per-vessel. Most of the time I use timewarp manually, but I get occasional ships where it results in explosions. (Usually launching station segments - long and light, they tend to wobble. With timewarp, they wobble through fairings.) As another, possibly alternate, thought: 'use timewarp' could have a setting for 'after X height' - even in the ones were I don't use timewarp, I can timewarp once I clear ~35-40km without issues, usually, and I find that GravityTurn often does a better job at lower elevations with timewarp turned off. (Things get calculated per tick - and at timewarp ticks are further apart.)
  22. Anything is possible, with enough boosters. This doesn't put the asteroids on rails, so you can technically still redirect them. They are just much, much more massive than they were, so you need a lot of thrust to move them. I haven't tried with an Orion drive yet - but it's likely to be in that order of magnitude or worse to do it.
  23. Just wanted to say I like the bolted-on look. To many of KSP's parts are smooth one-piece things - great for one-and-done missions, but for long-term craft having something replaceable to handle the inevitable micrometeorite damage is a good idea.
  24. Another thought on the crew cabin could be to make it with what are obviously orientation-switching seats: A bit of prop work, but having it look like the seats switch configuration from 'thrust' to 'use' would be interesting...
  25. There are two. Though they work a bit differently than greenhouses in other mods - intermittent production, in large volumes, instead of continuous low-volume production. Anyway, check the reconfigure options for the Hacienda and the Chuckwagon. The greenhouses might require an LS mod to be active, I'm not sure.
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