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DStaal

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Everything posted by DStaal

  1. ...I swear this was working before I double-checked to see if I could reproduce the bug.
  2. (I typically start physical time warp as soon as it starts the gravity turn...) A couple of feature requests/bugs if people are looking at them: Could the colors for the ascent map get changed? Dark purple on black isn't very easy to see... (In fact, I've rarely looked at the ascent map because as far as I can ever see it's a short blue line fading into a big black expanse of nothingness.) Currently GravityTurn appears to stage past the current stage just a bit, if it doesn't see anything that would affect the thrust. This can get problematic, especially with lifters that have non-thrust final stages designed to happen in orbit. (Examples I've had recently: A final stage that was supposed to never activate, holding some radial monoprop engines (combo RCS/engines - I was using them for the RCS) and a Hanger Fairing from the Hanger mod (which is designed to stage to release one or more ships). The Hanger Fairing reports itself as a side decoupler to staging, not as a fairing, from what I can tell.) I'm not sure how fixing this would affect radial boosters, which is what I assume it's trying to stage, but at the very least would it be possible to not stage further automatically if there are no more engine stages?
  3. Someone else just reported what could be the same issue over in the CLS thread - and this is likely a CLS problem. I'd go over there and see what they come up with.
  4. Note that a lot of the life support parts are hidden unless you have a life support mod installed.
  5. Without a LS mod, there's nothing that would kill the kerbals inside the base. This is 'just' a part mod - it has parts that support different uses. No other direct gameplay effects.
  6. Just to be sure: You have a flex port on both ends, right? (They work exactly like KAS pipes - which they are.)
  7. You sometimes have to be very close to the other port to complete the link. (And double-check you aren't at to high an angle or something.) It's hard to say more without seeing an image, but it sounds like you have it right. However: What you are trying to do will not help you. Drilling is not computed at the drill's location - it is computed at the center of mass of the ship which is doing the drilling. So if you have two ships in different biomes, and connect them you'll end up with one ship in one biome - and drilling will be computed from there. I'm guessing you have more mass on the lesser flats, so what's likely to happen is that your water production will drop to zero. You need to either periodically cart the water from one base to the other (should be fairly easy if they are that close: You can do what you're attempting, transfer, and then disconnect) or install a mod like UKS or Pathfinder that has disconnected logistics support built in.
  8. It's a yet-unused resource for a building system that Angel-125 is working on.
  9. I'd say that Smart Parts is your friend here. Add a trigger to auto-stage at whatever fuel amount you want. There are multiple reasons to like this mod. Some like it because it's lighter and less complex than MechJeb. Some like it because it does a better job then MechJeb. Some use it without other auto-piloting mods. Some use it in conjunction with things like MechJeb or TCA, for the specific features that it offers. All are good. All are glad AndyMt is bringing it back from the abandoned pile. Thank Andy that it's back, and let's stop arguing about why we like it.
  10. Depending on what you mean by 'novel', you might like to look at things like EL, along with things like UKS or Pathfinder, or an life support mod (I recommend USI-LS). They'll add parts, but they also add significant differences to the gameplay by setting up actual colonization instead of just 'launch and retrieve'. Life support will add quite a bit of extra things you need to think about on a mission. (Do you have enough food? What's the best way to carry enough food? How about electricity, will you run out? USI-LS also adds in habitation, so you start having to worry if you have enough space for your crew as well.)
  11. The one you're thinking of is Kerbal Research and Development: Another option would be to try some different tech-tree mods, that require more science to unlock. (Community Tech Tree adds quite a few nodes, for instance.) Though that may require even more mods to add parts to those nodes... On the balance and upgrading discussion: The one I notice (and again, this is with minimal actual play time) as being 'odd' is probably the distance upgrades. From what I can tell, this mod will generate one science node of a random value within the current search distance at a time - so why do I want a larger search distance again? It just means I have to drive further once I find a node. For all it's illogical and unrealistic, it might be worth flipping that around: as you upgrade you get smaller search distances. Or take in DracoSilverpath's suggestion and generate multiple nodes at once, in which case a larger distance means you can find more nodes (and more likelihood of one of them being a high value node). I do like his 'accuracy based on distance' idea as well - it gives you some feedback on what increasing the accuracy actually does, and allows you to make intelligent trade-offs, vs just having to drive up to each node.
  12. Stock bug/issue, from the sounds of it. The game can't save ships locations with infinite accuracy, and the physics sometimes jiggles things on load. Not much can be done about it, as it's a fundamental problem with doing a simulation on a non-infinite machine. (Though a few things have been tried - I'm playing with Airpark at the moment to help mitigate, and seeing if that helps.)
  13. You can attach it to something actually - useful if you want to then reconfigure it before dragging it to the storage container. (Note that you'll drag a copy, not the one placed in the VAB/SPH.)
  14. (Wonders about scaling the whole thing up to land Buffalos... )
  15. Because this is both more efficient than MechJeb, and works with more rocket designs. Glad to see this is being continued. I'm not on 1.2 yet, but I'm glad to know my favorite launch helper will be waiting for me when I do.
  16. Most of the other parts are from Probes Plus, linked in akron's signature. (Though IIRC, at least one is from DMagic.) Looking really good, by the way, @akron. On the tons-of-tiny-rovers thing, the one other thing I'd say is that as it stands the mod does push somewhat towards that - each rover provides very limited reuse (and typically in a fairly small area, once you begin searching), so the encouragement is to send lots of disposable rovers. Which is one of your stated goals, after all - the question is what you want to aim for, exactly. I can see a few tweaks that would bring the time-per-rover up, meaning that huge numbers wouldn't be as desirable, if you want. It's all a balance question. Regardless, this mod makes sending an automated rover vs an automated probe a more balanced (at the very least) question. In stock, it's almost never worth sending a rover without a couple of Kerbals.
  17. Take your time, 1.2 isn't officially out yet anyway - it's just a pre-release. I figure that's time for people to work the bugs out of their mods anyway.
  18. I'm not sure that's an exploit that needs to be limited. I mean, if we were to actually drop a swarm of rovers on Mars, we'd expect to be able to get a lot of science from that - more actually than individual rovers, since they could work together. And if someone actually goes to the trouble of building a ship with a tons of rovers, landing it, and then piloting each one to various science points, I say more power to them for going through all that work. They went to an extraordinary amount of effort - let them get the rewards.
  19. Does the MCM addon work with the current 1.1.3 release? (I’m not upgrading until after a majority of the mods I use are out for 1.2 - which will be well after 1.2, probably.)
  20. As a sysadmin (in my last real job...) I totally understand. I know you'll get to it as soon as you can. Just think of the reports here as extended diagnostics, to help you be able to find the issue sooner.
  21. One quick thought from my initial testing: If the system throws away an analysis because it doesn't think it's worth it, can we not have that count against the number of analysis it can do? It seems a bit punishing to click 'analyze' and have it say 'sorry, no science for you - oh, and you've used up all your free chances now as well.' Either give out a minimum 0.01 science or something, or opt those out of the total count.
  22. The reason I mentioned it is because it seems to do more than the basics - that save wouldn't load without either re-installing AmpYear or editing.
  23. Careful if you ever try - Ampyear adds a lot of modules to parts and ships. I had to do extensive save-file editing when I tried it... (I was looking for a replacement for Fusebox, but found it to complicated and getting in my way.)
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