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DStaal
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Everything posted by DStaal
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No problem, and thanks for the detailed explanation why. (Honestly more than I expected.) I'm a bit on the idealistic side on this issue I'm aware - I'm not going to press someone usually. I just thought since you'd switched from a very permissive license to a very restrictive one I could at least ask once. (I may also take a fork of your last MIT code and save a copy as a backup measure, just because. Not planning on working on your code - if I get into modding, I've got a stack of ideas of my own already.)
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Not to start a license discussion, but since I do pay attention... Could I convince you to change to a license that would allow someone to pick up the mod if you were hit by a bus tomorrow? (I'm not going to ask in every thread of yours - just consider it a blanket request.) 'All Rights Reserved' licenses make it very hard to keep things going if someone disappears or leaves the community. (And your current license is basically 'All Rights Reserved' with the exception that we can keep circulating the zips.)
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I'll miss Blizzy's toolbar support (if it's permanently gone) but glad to know this is still around.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
DStaal replied to Paul Kingtiger's topic in KSP1 Mod Releases
Yes it still matters. (Just because you can map the memory doesn't mean you actually *have* it - and swap is slow.) Looking good, and looking forward to it. -
[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
DStaal replied to Snark's topic in KSP1 Mod Releases
On the licensing thing: Creative Commons recommends you not use their licenses for software. They aren't designed for it - they are designed for more traditional literary works. -
So, since I just launched a station based on these station parts (and I have a crew transporter that I have about 5 of running around the Kerbin SOI that uses them) I have a couple of questions. One: Will anything be needed for updates to 1.2? I'm guessing not much if anything, as it's mostly parts, but I wanted to be sure. Secondly: If I were to develop some USI-LS patches for these parts, would you like them sent someplace?
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Sorry, I think your only solution there is to grab the code from Github and start hacking. It's possible you could separate them in code and send a PR - but I'm guessing it's not likely to be something RoverDude would be very interested in pulling in. More likely you'd have to create your own mod.- 1,473 replies
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
DStaal replied to Dewar's topic in KSP1 Mod Releases
You're using Gold as radiation shielding. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I expected that it'd take a lot of magnets. But I'm setting up a network designed to fling kontainers around the Kerbin SOI for various reasons, and was wondering if I could build it so that my 'lander' crafts could drop them off and pick them up later - without needing to be pinpoint-accurate on landing. I just wasn't sure if the magnets would interfere with docking. (Power supply to lift it for a few seconds isn't necessarily a concern.) As for gravity... I'm mostly set up on Minmus. (I haven't even surveyed Mun yet...) So I'm doubting that will be much of a problem. (And I'm not really planning on shipping around Uranium much - most of my loads will be much lighter. But I plan around heaviest possible.)- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
For future planning purposes, a challenge to those of you who can already use this mod (it'll be a week or two for me - I'm running heavily modded, so I'll need to wait): Is it possible to use magnets to lift a full 5m Kontainer of say UraniumOre with a docking port attached up to a docking port, and have the dock be successful?- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I believe what's happening is that the mass of the load is being computed at the one known location for the crane - the base. A sudden load gets transferred to the suspension of the wheels - towards the back - which bounce up and the slight vertical offset is enough to continue the tip. A slower load takeup would likely help as the bounce wouldn't occur, and the flat system could remain stable. Of course, the other option is that the magnet is trying to pick up the front of it's own vehicle - and succeeding. (Reduce the traction on the front wheels, pull everything forwards and up, and the back brakes aren't strong enough to hold things in place...)- 1,473 replies
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
DStaal replied to Snark's topic in KSP1 Mod Releases
As a random comment - those randomly flashing lights on modems and such are being slowly removed for more constant lights. Turns out, they are a security risk. (You can read the data flowing through the router via those lights.) -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Might want to try that with DSEV's ports instead (once they are released). Angel-125's shown that they will have the option of leaving the ports in place when they are welded - so the dimensions shouldn't change. (Although that's going to be a save-level option, not a port-level option.)- 1,473 replies
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You can either ship the parts up in smaller batches (EL doesn't need all the parts at the start, and will pause a build if you run out partway through) or you mine and refine parts on site using the ISRU's provided by EL. (Or whatever mods you are using - UKS/MKS notably changes EL to a different resource chain.)
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
The SpaceDock page is misleading - You have to give a version of KSP that's compatible in SpaceDock, but it doesn't yet allow 1.2 as one of the choices. I'm not giving you the directions on where to put the files because you might try to follow them - and in doing so break the rest of your USI installs.- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
CKAN won't show mods that aren't listed as compatible with the version of KSP you're running, and this will not work with 1.1.3. You need 1.2. That is likely your problem. I'd tell you how to manually install - but I don't think it would help.- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Just wanted to say - despite the good-natured ribbing your getting here - thanks: I do learn a lot from your reviews, even those on mods I've been using a while. It's always good to have everything broken down and all the pieces examined. (I'll admit I'm wishing I had access to using the collapsible docking ports from either this or DSEV in-game at the moment, so I'll be watching just to drool as well. )- 1,473 replies
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USI_Core I'd just use USITools - there's a DLL. WarpDrive also has a DLL: WarpEngine. Karbonite, KarbonitePlus, and FTT (note that it's not 'FFT') can all be referred to by those names - they have relevant FOR blocks.
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Which USI mods? (I submitted a patch ages ago to several of RoverDude's parts-only mods that means there's a FOR[] block in there you can key on.)
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DSEVUtils should work. MM can use either the name of the directory under GameData, or any .dll file it finds. (Or anything listed in a :FOR[] patch.) I haven't tried it with DSEVUtils, but I've created several patches for USI mods, both for personal and public use, and as long as you refer to the correct file it should work.
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
DStaal replied to Dewar's topic in KSP1 Mod Releases
One comment on the idea for diamonds as a higher-tier resource: It's a bit immersion-breaking, for me at least. The problem is that I see diamonds as actually being dirt-cheap in space, eventually. The issue is that the most likely CO2 scrubbing path ends with CH4 as a waste product, typically listed as 'dumped to space'. But dumping anything means you're going to need resupply, and should be avoided if at all possible. So I did a quick check of processes that use CH4 as an input and split into stuff that's more likely to be useful - and immediately came upon CVD diamond manufacturing, which adds H2 and energy to make diamonds, thereby outputting pure carbon and pure hydrogen. So it's quite likely that diamonds will be a direct product of the life support system. (Likely tuned to be low quality - but could be adjustable.) Now, I'm sure there's all kinds of scale and energy consumption things to think about - which may mean this doesn't work at all. But going to say Platinum or some other rare-earth element instead might be a bit more realistic. -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
DStaal replied to Dewar's topic in KSP1 Mod Releases
Kethane wrote their own full plugin, back before mining was in stock. I'm not sure that's the level of work Dewar wants to get into for this. I can understand the idea that you shouldn't be able to mine an area forever - but realistically, if you can mine out a location inside 30 years (KSP's max time delta, IIRC) using equipment shipped up from another planet, there wasn't enough there to start mining in the first place.