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DStaal
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I'd be interested.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
DStaal replied to Nereid's topic in KSP1 Mod Releases
For what it's worth: I've tentatively traced an occasional crash/hang I was having to this mod. Symptoms were that upon switching to an EVA'd Kerbal (not starting EVA - switching to one already on EVA) who is eligible for one or more new ribbons (including some that superseded others), the game would hang indefinitely, after writing out to the log that it couldn't award a ribbon because it was superseded about a dozen times. Nothing else would then occur, and KSP would have to be force quit. As I said: This is a tentative diagnosis. The issue did not occur every time, and there may be other mods in play. (I'm also running Field Experience - I'd like to check if that is interacting somehow.) What I really have is that the issue occurred moderately regularly with Final Frontier installed, and hasn't in my sessions since I removed FF. That may be luck at this point. -
Yep. That's what I was trying to describe. Same sizes and shapes as regular flatbed, maybe a bit more fragile, costs a bit more, maybe even a bit more mass, but can generate EC if there isn't anything on top of it. The smaller chassis pieces are nice for solar-powered science rovers, I use them all the time.
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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
The DERP parts aren't passable, by intention. There's no space - you'd have to crawl through the engine and monoprop tank. You're intended to have to EVA to use them, if you're using CLS. -
The BrewWorks I knew about - I may set one up here eventually, but chemical fuel isn't in the plans much. I'm going nuclear. Thanks for the pointer to the Watney - I thought I'd seen something along those lines, but I couldn't find it so I figured I'd imagined it. (Oh, and I've got about three undeployed Doc's in those containers...) Now I just need some water drills around - The Goldigger works fine, but it's a pretty small drill. (I've got three of them going so far.) The stripmining configuration on Hacienda (I believe) doesn't appear to mine anything but ore; I wish I could switch it the way I could switch the Golddigger. Next phase is getting my orbital build station up and running. I may post a few pics of that in the appropriate thread - I've got the core up, and am finalizing the orbit. I just need to get a crew in and to get production going. Exactly how to do that is the question - I'm thinking I want an orbital ferry capable of landing on Minmus. Possibly areobrake on the way back - it'll be doing a lot of long transfers. (My build station is orbiting at 37,000km over Kerbin - the idea being that it should be easy to reach from Minmus, while simplifying orbital transfer calculations to outer planets vs. a Minmus orbit. The only question is computing transfers to/from Minmus...) BTW: A thought based on the mission to build that solar tower: A version of the flatbeds with integrated solar panels would be interesting. My flatbed trailer could in theory be self-propelled, but it has no source of EC. Maybe make them a bit flimsier and cost a lot more? I wouldn't always want them, but being able to make short runs with things like the trailer above could be very useful...
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I've actually considered trying to figure out how to compile TCA 2 so it could be released as a separate mod - it worked well and was easy to use for the occasional uses I needed. Within minutes of installing it I was flying VTOLs to land them on top of the old air tower and landing Karibou rovers. With TCA 3... I think I've got hover. I recently tried to use the landing function - ended up 90km off target and 500+ dv over budget. I've attempted to use the ballistic hop a couple of times; apparently 1000+ dv isn't enough to hop from the Great Flats to the Greater Flats. So basically, (to me) while TCA 2 was a nice tool that helped me fly VTOLs and land the occasional badly-designed craft, TCA 3 appears to be something I'd have to design a craft specifically for and will take a lot of work to learn how to use. It looks like it has a lot of nice functions and power once I learn to use it, if I learn to use it - but I'm not sure it's worth the effort. @RedParadize has some good analysis, although my preferred solution would be just to have a 'TCA 2' mod that I could use instead/alongside, as I'll probably never bother to learn the advanced features - they don't really matter to me.
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And just to complete, here's what I'd call 'stage one completed' of my Minmus station: At this point there are no major issues to living in this base - Kerbals are not going to run out of food, water, or electricity overnight or something like that. Food may actually be fairly self-sufficient, though this has yet to be tested. As such, a mission is in planning to send out a semi-permanent crew, and to bring Jeb, Bob, Bill, and Val back home. The difference between this image and the one above is a single supply mission - It brought in the parts for the flatbed trailer (mid-left, behind the three Mules), and the solar tower, as well as fusion pellets to run the reactor. The trailer was used to help carry the scaffolding for the solar tower into place. There were actually two panels sent up - Bill accidentally destroyed one while assembling the tower. With both in place, this station would have been self-sufficient on solar alone during the day - as it was, everything had to be shut down long enough to build up the charge to start the fusion plant. Jeb is likely going to spend the time until the new crew comes ferrying over the rest of the fusion pellets; they'll be stored in the building hidden behind the Old Faithful in the back. (The Buffalo's been reconfigured to store them instead of it's KIS storage for the moment.) Future plans are to expand the water-mining operation and to bring in the facilities to 'crack' the water into the hydrogen (and oxygen) that is planned to be the primary rocket propellant for further exploration and possible colonization. This is going to require non-WildBlueIndustries parts, which has saddened some.
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I go over 1.5GB of ram usage before the KSP loading screen comes up... Haven't seen this issue.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Where are they and where do you think they belong? I'm guessing the high-level steps are 'make a MM config file that modifies their categories', but I'm not sure what you're looking for. -
Most likely problem is that the stake is out of range - without a pilot in the survey station the range is very short. (Engineers do the building, pilots survey the build site.)
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I'm in the default lf+ox mode, which I believe should work without air. I'm hoping it was a glitch - someone (possibly Bill) had enabled the crossfeed on the decoupler in the landing vehicle, which wasn't discovered until the rover was several dozen km from the lander. This meant the internal tanks were empty until the most recent supply ship landed, as it was engineered to be able to take larger loads if needed. (And therefore had spare fuel.) So the flexfuel was empty on scene load, and then filled - and I haven't had a chance to cause another scene load for it yet.
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Since @Angel-125 was wondering who would win the design debate, here's stage one of the base: Mission plan was deviated from as power requirements are higher than anticipated. (And the flexfuel pack isn't helping as was intended - for some reason it cannot be activated.) Science and food became primary concerns - science because our research team thinks they can get fusion reactors working with just a bit more study, and food because it will take a while to get going. The Switchback2's were abandoned, as the explosion problem persisted, despite all efforts. A duplicate of the original base delivery vehicle was therefore sent up, with Switchbacks and Saddles, since the one Saddle sent as an experiment did not have the issue. This has apparently solved the issue. Not shown in the above image is a test resupply craft, with a Mule of Supplies, and a Kontainer holding science experiments and mining drills in KIS storage. It landed about 200m away from the base. (100m off target.) Likely the next resupply will be sent with fusion pellets, allowing one of the stored workshops to be set up as a fusion power plant. The only question will be if water can be mined fast enough to get the cooling tower working once it's set up. (Oh, and if we can get power to start the fusion plant. Alternate might be to send up either fuel cells or a small conventional nuclear power plant.) Sidenotes - and these are really more Pathfinder than Buffalo: The science lab has no hatch, even though it's model has two. And Pathfinder CLS support needs extensive work - I'll probably do a PR if I can get a patch that covers everything. (Currently my patch doesn't cover the Mineshafts - something odd has to be done there to get those to work.)
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Also: Docking ports (which the tailer hitches are) on ground vehicles are notoriously difficult to use in KSP. Basically, docking will not happen unless both docking ports are exactly aligned and nearly motionless relative to each other - they have some magnetic properties which help align them in space, but if something prevents them from being able to move slightly to align themselves they won't dock. Or if your ship is under thrust. Translate that to rovers, and think about the fact that they can't move up and down hardly at all, and side to side is even more difficult. Oh, and you're probably driving the one rover to the other - which means it's under thrust. Basically, unless you've got them on very level ground and perfectly aligned, it's unlikely to connect.
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[2 Releases] Tough Love & Deflatable Heat Shield
DStaal replied to Xyphos's topic in KSP1 Mod Releases
I do believe it is a rule that you have to list the license a mod is released under in the post. Just as a heads up. (I typically see a mod will come in and remind people.) -
Not off the top of my head; I'd have to search the KIS thread. I just remember seeing something on it. (It may actually have been in the Surface Experiment Program thread...) Basically the idea is that if there is a bit of space, then floating point errors aren't going to transpose the attached part under the collider for the ground, removing one likely point for the explosions. It's not a complete fix and guarantee, but it helps.
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Mission design is for an expanding base - Initial focus being on fuel production for further exploration of the solar system. Basic habitation is a necessity to be addressed of course. So the mission plan is to have a balanced design (a science lab, habitation - possibly a greenhouse, if we have the equipment) with extra emphasis on fuel and water production ISRUs. There's been a lot of debate over in the KIS thread - it helps to have some space between the collider and the attachment node, if you're attaching things to the surface, but yeah - a problem everywhere. And I run enough mods on an old computer that things just glitch on occasion - and often they'll work fine the next time I run KSP. That's what I'm hoping for. Otherwise I may send up another shipment of base building supplies - more equipment, some Switchbacks, and some Saddles. (My Saddle-mounted hab worked fine, after all...)
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Just for fun, excuse my spelling. Delivery of crew and rover to Minmus: (It was decided that while the TCA group makes great software, bugs will need to be worked out. The landing was successful - at about 5x the expected dV budget and 90km from the intended landing point. Future landings will be handled by the MecJeb group - though their software could not have landed this craft.) Beauty shot of their travel: Debate at the pre-landed base site: Bob is eager to build the greatest science lab the world has ever seen, Bill wants to set up a mega industrial complex, Val thinks focus should be on building up habitation and food supply, and Jeb just wants to build out everything. (There's a lot of stuff in those storage containers.) (For the record: Apparently the Switchback2's that were sent up were accidentally made of explodium. Some basic hab was set up out of the experimental box-version Ponderosa that had been shipped up in the Buffalo. I'm hoping it was a glitch in the system, and will try again next time I load up KSP.)
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Just as something that's jumped out at me from that line: EL provides the ability to store and convert to/from Metal, but you build with RocketParts. (Well, unless you're running USI - but that's a whole other issue.) Now, you could be summarizing, but if you aren't, that could be your issue as well.
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No problem, here you go: http://spacedock.info/mod/792/M.O.L.E. And yeah, Angel-125's got a few really good mods. The MOLE pack is actually a fairly large pack, but the important part for this is the 'MOLE' itself: It's a reconfigurable workshop/fuel tank that in one of it's modes operates as an experiment lab, into which you load experiments and run them. (Which takes resources.) Once they are done running, you have to send them back to Kerbin to be collected - and there are several choices of parts in the pack that you can do that with. (Though you can only transfer a complete experiment once.) All Y'all runs them immediately without using the resources. Note if you're playing around with it yourself many of the MOLE parts are in a unique 1.875m size - there are adapters.
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It might, but personally I wouldn't risk it. Go to the releases page and scroll down a bit to find an older version - v0.4.2.0 appears to be the most recent that was released specifically for 1.1.x. This mod can be used with just stock. UKS and MKS-Lite have some nice parts to work with it, but aren't needed. (There are also quite a few different parts packs that have some level of integration - anywhere from Greenhouses specifically designed for USI-LS, to adding in a bit of habitation.)
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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
Yep. Personally I try to only set as passable parts that look like they should be passable - they have a crew tube or something, or at least could be hiding one. (Near Future Technologies makes some very nice crew-passable girders.) But if everything is set right, no problem. Yes, to all. BTW, if you notice on the side in the Connected Living Spaces window, it lists every part that's included in the connected space. (And if your ship has several connected spaces not connected to each other, it can list each one. -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
DStaal replied to Papa_Joe's topic in KSP1 Mod Releases
Means that the part is passable using the standard attachment nodes. Means that the part is passable when surface attached to another part. Means that the part is passable to parts that are surface attached to it. In general yes. Not that these are fairly course tweaks - it's possible in the part config files to get much finer grained. Authors can mark specific attachment nodes as passable or not passable, despite the part in general being the opposite. These will be noted in the extended part description in the VAB/SPH. This is harder to diagnose from a distance. A screenshot of the ship would help - even better would be to activate the CLS overlay and then do a screenshot. (The overlay will show which parts are crewable, which parts are passable, and which parts are neither.) The one other note I do have for that situation is that there was at least one docking port involved - Docking ports (even passable ones) are impassable until they are opened. Basically, the Kerbals lock them shut until after you dock, when you have to go tell them to unlock them. (On both sides.)