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DStaal
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[1.10] The Undockinator v1.1.1 - Undock your ships
DStaal replied to hab136's topic in KSP1 Mod Releases
It's very nice. As are TCA Fuel Balancer, and ShipManifest. (I'm just starting to experiment with SmartParts to help as well. I really try to avoid right-click menus - they fail to appear at the most inconvenient times.) -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
DStaal replied to Dewar's topic in KSP1 Mod Releases
Gold ore would be lesser value per unit - as when it's refined you get less gold than you had ore. So you save shipping mass and volume by shipping gold vs. ore, but if you set the pricing right you don't gain value by spawning ore and converting to gold. It's still worth it to refine it off-planet because you'll save fuel and other costs. (In fact, with the proper balancing you could have it cost money (in that fuel is more expensive) to return ore even from Minmus, while making money to return gold, and yet you don't have the exploit.) -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
DStaal replied to Dewar's topic in KSP1 Mod Releases
Stock doesn't deplete, that I know of. (It's possible that there might be an option for it someplace, but I don't know of it.) I'm not sure if it's been done, but that exploit could be removed by setting prices right: You'd have to spend money to spawn a ship with gold ore, and with the right prices you'd only get that much money back, even if you refined it. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Not but not in an email notification.- 1,473 replies
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Which is basically doing the same thing as Extraplanetary Launchpads. (I'm not even sure which would be more effort...)
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
As someone who often reads on their phone/tablet, could you either post craft files inside spoiler tags or as a link? They take up huge amounts of scroll space. Thanks in advance.- 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
Which doesn't seem to be the point of this mod; the stated goal is to get you past the 'contract spam' for funding, not necessarily encourage exploration. (In fact encouraging exploration could be tedious - in that a player could be trying fund an end-game system colonization effort instead, or something - or contrary (require you to contract spam to get the funds to launch to another planet) to that goal.) -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I'm going to doubt that, actually. Which means I'm not going to be able to get my hands on it for a while... Quick question/idea: Would the crane (and/or any of the other similar parts) have the KIS 'ModuleKISPickup' module on them? If not, could it be added? I haven't gotten a chance to test my modded in parts with that, but from what I understand adding that module should allow those parts to act as a 'kerbal' for KIS construction work - and you can set their carrying weight by part. So instead of one Kerbal per ton of part you're trying to move, you could have one Engineer (to guide the work) and the part to 'do the lifting'. (Much like cranes in real life.) This for when you don't have one of your nifty docking ports available, but you do have an Engineer with tools. (Or it wouldn't work for some other reason.) (If you don't I'm already planning on modding it in to my own game when I can install these parts...) Probably because that's the newest version of KSP that you can set a mod as being for on SpaceDock. I'm guessing that's intentional - it's just like the stock external seat.- 1,473 replies
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I think the main intended use is with Extraplanetary Launchpads - build them in place. Though I’m sure if you tried hard enough you could Kerbal something together.
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That was true pre-KSP 1.1. If you're running current versions of things, that shouldn't be the problem. Quick guess is that you have an improper install - an image of your GameData folder should help clear that up if that's the case. Otherwise, a screenshot of the ship might help us diagnose if there's some issue with the ship design.
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To Mod Devs who release their mods during Pre-Release
DStaal replied to Stone Blue's topic in KSP1 Mod Releases
...This is in relation to something, I'm sure. I'm not sure what, though. Every mod thread I follow has either not released for 1.2, and been happy with that, or is doing beta testing for their mod in 1.2, and is happy with that. -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
DStaal replied to Dewar's topic in KSP1 Mod Releases
Money. (Return to Kerbin for cash. That's it.) -
[1.10] The Undockinator v1.1.1 - Undock your ships
DStaal replied to hab136's topic in KSP1 Mod Releases
Anything that means I don't have to try to use a right-click menu is a godsend. Nice. -
It might also be worth trying GravityTurn - it often requires less torque to perform the ascent in the first place, in my experience. Though I expect using it and TCA together at the same time won't work to well, as the main control it worries itself with is the throttle. (There's a community-supplied build for 1.1.3 near the end of the original thread.)
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Honestly, how I expect to find out about updates to KSP is by seeing a notification that RoverDude has released a new version of his mods...
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I don't remember seeing anything focused like this before - though several mods have high-value resources that you can mine and return to Kerbin if you want to. (Notably UKS.) Usually though those resources have some other value as well. It's not something I'm particularly interested at the moment - I play science mode, so I don't have to worry about funding - but it doesn't sound like a bad idea, and could be useful.
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I like MechJeb as a general purpose autopilot - mostly for transfer planning, docking, and landing. I can do all of those if I need to in a pinch, but why? It's not the fun part of the game for me. KER's readouts are easier to read and understand in my opinion, and therefore are very useful - not only in the VAB, but also in flight. (I also find it makes target selection of celestial bodies or other ships much easier.) I don't really see much overlap between the two.
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Yes, because it allows a more direct interface, with balanced cost/rewards. Especially in Career mode, debugging in a Kerbal with high stats is very different than paying a lot more to hire one. Basically, the debug/cheat allows you to debug or cheat if you want, whereas this mod allows you to specify high-value Kerbals without cheating.
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EL builds complete ships out of RocketParts. (Or MaterialKits/SpecializedParts if you have USI installed.) ObiVanDamme's Workshop builds individual parts into KIS storage, which you then have to attach to ships using KIS. Those are the two ways to build off-Kerbin that I know of - I don't think anyone has something that can auto-build using pre-made parts. (Though I've seen it suggested a few times.) Take a look around a bit - there are some rovers designed to be assembled via KIS that then don't come out messy. (As everything is node-attached to designed places.) USI's PackRat comes to mind, but I've also built smaller stuff using some of the parts from the Buffalo mod from WBI.
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
DStaal replied to AndyMt's topic in KSP1 Mod Releases
Oh, I can agree. I just think it's likely to be something that's going to be more work than it's likely to be worth - as in, a complete change of the code base. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
I can't recall the size of the buckboards, but the Hacienda, Casa, etc. use half the KIS space of the Sombrero or Telegraph - which is why I thought it worth mentioning, as they are larger than you'd think.- 3,523 replies
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
DStaal replied to AndyMt's topic in KSP1 Mod Releases
That one is likely to be antithetical to the point of the mod - GravityTurn doesn't keep track of the periapsis, from what I can tell. It only cares about the apoapsis, and the time to. (I do wish KSP cleaned these up better, and I'm experimenting with a couple of different ways to handle them for myself, but I don't think this is specifically GravityTurn's problem, and I suspect it would be a major code change to work on - and it would likely decrease the efficiency of the launch at the same time.) -
For that case, you don't need EL at all. You need KIS - you have the manufactured parts, you need to assemble them. But for your more general idea - of adding survey buildings to random parts - you've gotten several good answers. If you're into MM, the exact module you'd need to add to your Mk2 lander is: MODULE { name = ExSurveyStation } (Though without a workshop as well, that would leave you with some very low productivity.)
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
They are also very large (for carryable items), and OSE Workshop filters based on your available capacity, I believe. If you don't have ~1000 liters of space, you won't be able to fit one of those.- 3,523 replies
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
DStaal replied to Papa_Joe's topic in KSP1 Mod Releases
It means this that it appears to be a schroedinbug: Everything worked, nothing changed, then I checked, and things stopped working. So the bug appears to only manifest once it's been noticed. (Of course, now it's been noticed - so it should manifest everywhere.) (In other words: 'I see it too - but it's behaving really oddly.')