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DStaal
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Everything posted by DStaal
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[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
DStaal replied to steedcrugeon's topic in KSP1 Mod Releases
As a quick look, an RTG (as far as KSP is concerned) is just a ModuleGenerator with no input resources, so it looks like it should be achievable to have it something that can be activated/deactivated. I'm not sure if there's a way to only activate it once launched. On the other hand, being really stingy makes sense - work out how much EC DeepFreeze needs by default to keep Kerbals frozen (this looks like it might be part-dependent...) and then only give that much. You might also be able to set a low required temp to keep frozen - you aren't going to have other active heat sources, after all - but it makes it harder to use as an alternate to the main freezer pods. (Of course both required heat and required EC are non-default options in DeepFreeze. So whether you want to use them as balance considerations is up to you.) -
Do you have a Survey Station nearby? That's what you need to click on, then it should allow you to choose which stake (or set of identically-named stakes) to build at.
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[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
DStaal replied to steedcrugeon's topic in KSP1 Mod Releases
Actually, for the mk1C, how about instead of Supplies you get an RTG? Freezers require a constant charge (not by default) to run, and where I'd expect to use these most often is in deep space or the far reaches of the solar system, where you're both far from help and far from a star to supply EC. You don't need supplies while frozen, so an RTG makes more sense, and would be logical to include. This of course also justifies extra weight and cost. -
Also I think this is a bit more 'designed' for a rover - the Karibou more looks like someone took spaceship parts and adapted them to carry wheels.
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How can I forget what you haven't mentioned? So: Why would I want to use these parts? (And again: What's the license?)
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Ok, so this is a parts pack with a coupler, decoupler, and a launch clamp - possibly just a retexture of stock parts. Pics would still be good, and you still need a license in the OP to comply with forum rules.
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[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
DStaal replied to steedcrugeon's topic in KSP1 Mod Releases
You're welcome. I debated putting in the surface attach, but I thought it might make it a bit easier to work with - in case someone thought they were node-attaching, but missed somehow. But it was a minor thought; mostly I thought it wouldn't hurt. And you mean all the nodes on the inline, right? Not just the doors? Because otherwise all you can do is transfer the between escape pods you've been stuck in since launch... -
Texture what? What does you mean by 'allowed for'? And what does it actually *do*?
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Some basic questions: What does this mod do? What does it look like? What's the license? (Moderators will ask - and remove this thread if you don't have one, as it's a forum rule to have in your post.)
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I can add to all seats without being specific. @PART[*]:HAS[CrewCapacity[*]] { %monotemp = #$CrewCapacity$ @monotemp *= 5 %RESOURCE[MonoPropellant] { %name = MonoPropellant %amount += #$/monotemp$ %maxamount += #$/monotemp$ } } Note that's completely untested - it's programmed directly into the browser, so I may well have a typo or something. But if I didn't mess up, that should add 5 monopropellant per crew seat to every part with a crew seat.
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[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
DStaal replied to steedcrugeon's topic in KSP1 Mod Releases
I dropped in a PR on Github with ConnectedLivingSpaces configs. Fairly basic: You can enter the escape pods via the door (but only via the door), the rack is fully passable, and the decoupler is passable via it's attachment nodes or if it is surface attached. -
I like the idea - but I feel obligated to point out that #2 is already possible with EL (using the recycling bins) and that means you can emulate #5 by using those parts to build a new ship. There is some loss involved though - which may make sense.
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Just looking at it, what I'd think is the 'right' or realistic solution would be to have the initial load of 5 monoprop be 'free' - the suits hold their own supply, which you can use. *Refilling* the suit takes monoprop. So you can EVA a few times before you run out of EVA fuel - but you will run out.
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Because it's not *needed* - you can still deploy the part as purely cosmetic part on it's own.
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Both are true. This is a cosmetic addition to the Extraplanetary Launchpads mod - On it's own, it's just a plain part. With that mod, it can operate as a launchpad, meaning you design your ship as normal, then click on this (and meet some requirements - go read that mod for more) and launch the ship you designed directly from inside/near this part. Again, depending on EL: If you have EL, you can build it in-place someplace using one of the other EL launchpads. Ah, sorry. I'd seen the config file (I'm on 1.1.3, and am back-porting stuff, so I'm reading through the configs more carefully) and assumed that meant you were adding to the base tree. Since I see no reason why these parts should be in a different node than the other 6 launchpads I have, I'll remove that config and re-parent for my game.
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Current Mac mice actually have three buttons. So us Mac users don't have problems with that. (Well, mostly: I use a pen-and-tablet, so third mouse button is a bit hard to use...) But KSP has lots of things fighting over the mouse, and quite often I can't get a mouse click to do what I want because it wants to do something else. I'll second the suggestion to have a nice, simple, working text box.
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[1.12.x] USI Core (Reactors and Kontainers)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Also: The reactors actually need to heat up when you first turn them on - they don't work efficiently at ambient temps. Normal behavior with enough radiators is for them to heat up their working temperature (1000K, I believe) and then stop heating. If you under-spec your radiators they'll continue to heat up. If you aren't seeing that, could you show us a pic of your ship? There are some subtleties to how radiators work. (Passive radiators only cool nearby parts, for instance.) -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
DStaal replied to Papa_Joe's topic in KSP1 Mod Releases
If the part has a CLS config, you can mark it as passable (even if marked impassible) in the VAB. Otherwise, you'll need to make an MM patch for the part that marks it as CLS passable. The wiki mentioned in the first post will tell you more. -
Does the custom tech tree node play nice with Community Tech Tree? (And could you switch to using CTT's orbital assembly node when CTT is present?)
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It's in the scenario section of the save's persistence file. From what I understand, as long as the seed is the same the distributions should always be the same. (Well, I suppose changing the biomes around would change things as well.)
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[WIP] Nert's Dev Thread - Current: various updates
DStaal replied to Nertea's topic in KSP1 Mod Development
All of which is irrelevant to the reason why that image was posted: As potential concept inspiration for an atmospheric scoop. -
If you've been changing and tweaking all sorts of things in your save, would one of them happen to be the game seed? If you changed that, all the randomly-placed distributions would change.
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
DStaal replied to AndyMt's topic in KSP1 Mod Releases
Hmm. Was it one of the couplers that's also a seperatron? (Just because I can see that being a weird case for this mod to handle - my older version handles them fine.)