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DStaal

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Everything posted by DStaal

  1. My thoughts on an atmospheric scoop: I'd want something I can make part of a surface base - it sucks in air and filters it. 3.75 - or even in a larger form factor, like 5m - and then unfolds/deploys. (Either by expanding, or opening top+bottom to suck air through.) And I'd point out that if Ore contains Oxidizer and some hydrocarbon based liquid fuel, you can definitely refine that to water. Though it may not be the most efficient use. (Actually - the easiest way should output H2O, CO2, and a lot of heat...)
  2. It's configurable - I believe by default they become tourists. They can also start wrecking their ship, or go home (not sure how...) or just die.
  3. The only stages I've ever seen that it wouldn't auto-stage were things like procedural fairings - no engines or fuel, so it didn't know when to stage.
  4. There's also a mod around someplace that attempts to realistically degrade orbits - so if you don't have anything that can do station-keeping thrusts, you'll eventually deorbit. So as a side-effect, it'll handle most debris.
  5. The Surface Experiment Pack is planning on going that way as well. (And even at present requires you to set it up via KIS with an engineer, and then run it with a scientist.) Other than that, nothing that I can think of.
  6. I'd add in Station Science and MOLE - both add realistically difficult experiments that take time and resources to run (and may need to be returned) instead of the generic 'ship part and right click' of standard KSP experiments.
  7. That's the most basic, there are two additional above that: Some parts are dedicated habitation parts, and add extra habitation time. Think living quarters. And some parts are habitation multipliers, which increase the habitation of the rest of the ship. (There are a bit more abstract, but include things like recreation areas, or environmental controls, or even a good kitchen.)
  8. I think Mobile Frame Systems is supposed to be getting some eventually as well, though that mod's development cycle is *very* slow...
  9. Staging has always worked for me - though I'll admit I'm still on the KSP 1.1.3 version, as I'm waiting for other mods to update. If you have MechJeb installed, this should hand off to it once your ship leaves the atmosphere, so MJ should do the circularization burn for you.
  10. The way this mod works is that you attach a Jaw to an asteroid, chew out some internal space, and then use the different hatches to configure the space inside the asteroid. Using the asteroid as a crew cabin or a storage container is kinda the whole point of the mod.
  11. Recycling should reduce both supply consumption and mulch production - they should always be 1:1. I do think I remember something from the release notes about the nom-o-matics not producing as much as they did before. (I'm still on 1.1.3 myself, until NFC updates.)
  12. I'll admit even that image is of a half-built base. It's just the image I happened to have easy to find on-hand.
  13. Understood. Why I was trying to summon relevant modders to decide they needed to be a part of this.
  14. As I said: Those parts are designed to be used via KIS, so that helps. Basically, all of them (aside from the rover - which I used to land the crew - and the central hub) are inflatables; in their non-inflated configuration they mass around 1 ton and 'stow' in the backpack slot in KIS. (While you can maneuver any size object if it's light enough, you can only stow up to a certain size in any container. Kerbals have 300 liters of pocket space, but also have a backpack slot which can hold items designed for it that might be larger than that. KIS containers also stow to the backpack slot, and hold 1000 liters themselves.) You then attach them to a hub of some sort (either the center hub which I launched, or the the ones designed for KIS deployment to the left and right above) and supply them with Equipment - a resource from the mod - and inflate them, which increases their size and mass. The tubes connecting things are a common mod on the normal KAS pipe, upsizing it so Kerbals can fit through them. You attach an endpoint on either end, then connect them together by making the appropriate selections in right-click, walking across, and repeating the process. This connects two ships into one. My current large project is to try to build a couple of space stations using KIS - out of discarded final launch stage tanks. This runs into the limits of the size engine, but I have some ideas...
  15. The mass limit is 1 ton, for one Kerbal. There's no direct size limit - however you can only manipulate parts you can get close to, and 'close' is defined from the center of the part. Yes, this has limited me on occasion. As for interesting uses... How about something like this: Admittedly that's using parts specifically designed for KIS, but that base was assembled out of parts stored in those containers on the left. I'll admit the more common to me is being able to do small reconfigures on the fly. Like sending up a set of parachutes that I forgot to attach to a ship.
  16. I beg to differ - or at least redefine: A docking port stuck through an engine is possible: The above is a few ships stuck together for a multi-stage project, but the relevant part is the fact that the craft on the right (ending at the MK-III-like pod) is docked to the center ship - via a docking port stuck to the bottom of an engine from the MOLE mod. (It's an interesting multi-use part: A small configurable storage, some monoprop storage, monoprop thrusters, and a crew tube down the center.)
  17. I was going to say, from that list you just want Filter Extensions and some personal configs. I don't think that has much overlap with this discussion: This is about common categories that multiple mods would add to, not a complete re-do of the category collection. If you want the later, there's already FE, and it's very configurable. On the actual topic - Categories that I think would be useful are 'Rovers' - RoverDude's already got several that would go well, and if @Angel-125 and @MichaelV2.0 could be persuaded to add their rovers in too, you'd have a decent set. Those are the most useful rovers I've seen, but there are several others as well. Also in that category it'd be nice to have things like @theSpeare 's RoverScience parts. The other two main ones I'd see as useful are 'Bases' and 'Stations', for stationary surface and space structures, respectively. MKS and KPBS are the obvious contenders in that, with Pathfinder and MOLE having parts as well - and things like @Thrimm's Planetary Domes parts. A question does become how many ways do you want to slice things though. For instance, another good category would be EL launchpads - MKS and MOLE have their own, as well as EL itself, and @Eleusis La Arwall's Keridian Dynamics - but most of those would also go in 'Bases' or 'Stations'. Would you want to duplicate them? Or have them in only one? (And some parts like MKS's new line are designed for either bases or stations. Is it better to be combined?) Anyway, just a user's perspective. I like the idea, and look forward to where you're going with it. I run FE, and still make heavy use of the different manufacturer tabs - or using FE's ability to show parts grouped by 'manufacturer' (folder in GameData).
  18. I have current ships that would be entirely uncontrollable without this mod. Thanks for keeping it alive.
  19. BTW, on a different note: With the new ability to transfer the mass of a Kontainer into it's parent part, would it be possible to get Kontainer variants with a built-in docking port (even custom) and balanced RCS ports? I like the idea - and as I've mentioned, I'm throwing Kontainers around Kerbin SOI fairly regularly at this point - but since the ability to transfer mass only works if it's a lone part, I can't see much use for it at the moment: If you have to build the Kontainer into your ship anyway, why use a truss? Just use the Kontainers as the backbone of your ship, and the problem the feature is designed for basically solves itself. But if you're attaching/detaching the Kontainers, that's a different story. With one docking port and RCS built into the Kontainer I can build my minimal tugs to load up an expedition ship, and bolt the Kontainers onto the side. (Ok, I'd prefer two docking ports - but I know that's not possible in KSP. And note I'm not asking for control or anything else - just the minimal to dock and maneuver them.) Real life shipping containers have the equivalent of docking ports built in to hold them in place, so it's not unrealistic.
  20. You seem to be using Module Manager as well... (Nyancat's from there. It will disappear in a couple of weeks - typically it only shows up on experimental builds, or if summoned. In this case, it's marked until the end of the month.)
  21. If I understand correctly, it will update the amount of burn you need - but it always assumes a full throttle burn. It's hard for the code to guess what the human at the keyboard will do with the throttle, after all. (And in the simple case of 'we aren't burning yet, when do we need to start?', it knows you'll change the throttle.) So it assumes a full-throttle burn. If you're doing something else, assume you'll need to burn longer.
  22. Just to note this did not start with the 1.2 update - I've been noticing it myself in my 1.1.3 play-through for a while, but I didn't feel like troubleshooting it, as I figured it was likely a mod interaction. (And I'm not doing huge amounts of base-building, and everyone was focused on 1.2...) I will note that it applied to parts stored before it became an issue: I built my initial base without it being an issue, but pulling more modules out of the same KIS storage has required 3 Kerbals to attach things.
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