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DStaal
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Everything posted by DStaal
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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
You mean they didn't load into the game at all? In that case you probably have a mod install issue. Head over to the Buffalo thread and ask for help. -
Actually, it is the same thing with less parts: It's a rebundling of the EL libraries with the parts removed and some configs added to give stock parts their functions. (I'll admit it kinda bugs me that it presents itself as a different/new mod. But EL isn't my mod, so it's not my call to say anything about it.)
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parts [1.12.x] Asteroid Recycling Technologies
DStaal replied to RoverDude's topic in KSP1 Mod Releases
(Trying a workaround for this horrible forum) Here's some realistic info on this type of drive from Atomic Rockets: ------------------- ------------------------------ Exhaust Velocity 30,000 m/s Specific Impulse 3,058 s Thrust 20,000 N Thrust Power 0.3 GW Mass Flow 0.67 kg/s Total Engine Mass 150,000 kg T/W 0.01 Thermal eff. 90% Total eff. 90% Fuel 800MWe input Remass Regolith Remass Accel Electromagnetic Acceleration Specific Power 500 kg/MW ------------------- ------------------------------ I'll have to take a look in-game again to see what it shows as, or how that compares to other engines. Note that the 'total engine mass' in the above might include the nuclear reactor needed to power it. Anyway, who said anything about what RoverDude thinks? He hasn't checked in on the issue recently. ;) If we can find some balance where it's useful for moving asteroids and balanced into the rest of the game, we can put together a PR for it and suggest it to him. -
You'll want Extraplanetary Lanchpads: The launchpads in the base mod aren't that visually interesting, but there are several good mods out there with nice looking ones, including some that would look roughly like your image.
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Can't right-click on docking port in-flight
DStaal replied to jeancallisti's topic in KSP1 Gameplay Questions and Tutorials
Another useful mod in this situation is Camera Focus Changer - if the part is obstructed from view, often being able to re-center the zoom will help. -
parts [1.12.x] Asteroid Recycling Technologies
DStaal replied to RoverDude's topic in KSP1 Mod Releases
(!@^*!^*!^*@^*!^@ Stupid forum - the only way to get rid of this is to post it.) -
parts [1.12.x] Asteroid Recycling Technologies
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I haven't gotten around to capturing an asteroid with this yet - I haven't had any good candidates in a while - but as an option to balance could the fuel be bulky and dense? That is: you don't get many units of fuel in a tank, and it'll weigh a lot to do so. Do that with an increase in EC usage, and you get an engine that'll be a lot harder to abuse, while still being useful for it's intended purpose. You still have the high thrust (which this engine should have, realistically), but you can't carry huge amounts of fuel with you unless you're building something huge (in which case, hopefully, there's better options in many cases) or you're dragging an asteroid - in which case the asteroid itself is fuel. Increasing the cost of the fuel isn't really a solution - basically this should work with any low-grade magnetic ore, like iron, so the fuel should be cheap. But you should need a lot of it to do anything interesting, and it's not an efficient fuel in mass/thrust terms. (Note that the other way to increase the bulk is to increase the amount of fuel used per second, so you burn through a tank faster.) As for the point of this discussion - well I think as interested players we want the part to suit the role RoverDude designed it for and to feel balanced. You seem to feel at least part of that equation is off, so the question is how best to fix it. (And whether that's just your opinion or if it actually needs a fix.) -
An important question here is just what you hope to accomplish. The KSP wiki has some maps - at least a topographical and biome for each body that has such - even if they are bit out of date in some cases. There's also the link @fourfa gave a few posts up which has what appear to be good maps. Of course, most of those don't have resource/ore concentration, but that's for good reason: That concentration is not static. It's random on a per-savefile basis, so my maps of it won't work for your game. (Or even for my next game.) I see a few people who appear to be thinking they can download maps of resource distributions to plan bases (or even use good places from one game to the next), and it doesn't work that way. You have to scan your own solar system to know where things are.
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May I suggest a different approach to the issue? Instead of trying to move everything into some pre-made category, use the mod that allows you to create categories easily.
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[1.1.0] ORIGAMI foldable antenna dishes for RemoteTech v0.9
DStaal replied to IGNOBIL's topic in KSP1 Mod Releases
BTW: There are two existing sets of configs for this in the AntennaRange thread and wiki. -
There is an option to make the habitation have no effect - look back a couple of pages, it's been discussed multiple times. The timer will still exist, but for all practical purposes it'll be off.
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I was reading through another thread on the forum, and they had an interesting idea for a feature that I'd like to run by you, since you have about 80-90% of the code base already for it. (And because if any other mod were to do it well, they would need to integrate with this mod.) The basic idea is a 'refit station' - you bring in a ship, and the station can add/remove parts and do some basic updating of the design, without having to launch a new ship. How I would imagine it would work in context of this mod would be to bring in the ship, 'dock' to what's basically a recycler variant, which then can rebuild the ship with modifications. (So you de-spawn similar to a recycler, then spawn as normal.) The simplistic solution would just be to record the cost/mass of the incoming ship, and apply that to reducing the build cost, but a bit better would be to either save the ship for editing in the VAB and only rebuild the same ship file, or to key off the name and require the rebuilt ship to have the same name. (Which would typically mean they used the same design to start from.) Again, this is basically a feature request put here because I see it as something similar to what this mod is already doing, and because the I believe most of the code could be re-used. (Where a new mod for the idea would either have to fork this mod or start from scratch.)
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Limitation in KSP. Supplies and EC are only updated when physics runs on the ship, and physics gets put off unless the ship's currently in focus, to keep the game from keeling over entirely when you have dozens of ships. Basically, a performance trade-off in the base game.
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Another option - since you have some UKS parts in there - is to use the demoblock from that mod. It would allow you to blow up a specific part, separating your two ships. Two obvious choices: The EL launchpad itself (which would make the build station non-functional, and likely need to be replaced), or the docking port that it's attached to. If you do the docking port, you don't lose much from the main ship overall - and you could probably replace it using KIS if you wanted. (You'd need to have several Kerbals around to carry the mass, but it's doable.)
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Um, just to be sure: Have you tried pulling the EL window up so you can see the bottom of it? Where the release button is is hidden in the pic you show...
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Orbital Construction Facility
DStaal replied to DesertPhoenix's topic in KSP1 Suggestions & Development Discussion
I'd argue that if we ever do build a working fusion reactor, it's likely to be using some 3d-printing type of technology. (Though I don't think I know of any fusion reactors that are small enough that OSE Workshop can do them.) For your ship - you should also take a look at WildBlueIndustries's collection of mods. If you'd built that ship based on a MOLE instead of a standard science lab, you could convert it over to some other module now. (At an optional resource cost.) -
Orbital Construction Facility
DStaal replied to DesertPhoenix's topic in KSP1 Suggestions & Development Discussion
You need to take a look at a mod that's been overlooked in this discussion: OSE Workshop. It allows you to '3d print' small parts directly into KIS inventory. (From a similar resource chain to EL+UKS. Actually, RoverDude switched to it's resource chain when it came out, I believe.) I'm not sure if it can do sub-assemblies, but I think it might be able to. Upper limit on size is generally dependent on your KIS storage, but partly dependent on your workshop. You then have to use KIS to deploy them. On a general note in this discussion: EL can de-spawn ships too. It calls it recycling, and it despawns one part at a time. Conceptually, the 'retrofit a ship' idea is basically the same as 'recycle a whole ship and rebuild a nearly identical one', though a mod that specifically did the former would be an interesting idea - and something I can see coming earlier in the tech tree. But it would probably be a good idea to co-ordinate efforts with EL, as they have much of the code you need and it'd be nice if the two played nice together. I don't necessarily think you need to actually change the VAB/SPH as you do that - EL treats them as basically design spaces and testing grounds; everything is designed and tested there, no matter where the final build is intended to be. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
It's here. -
Just a thought on the tardis-style airlock IVAs: Could you have them on the outside of the part? (That is: The part away from the ship?) That way they wouldn't conflict with IVAs from the part the airlock is attached to.
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All you need to do is to set 'ReplacementPartAmount' to something, in either the LS.cfg (and then start a new game) or in the in-game config window. (Which RoverDude is apparently fixing. ) UKS sets it to '0.000001'.
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In vanilla USI-LS, replacement parts don't do anything, I believe. Unless, of course, you've changed the settings from the defaults. I haven't paid close enough attention to see if there's any progressive degradation going on, but essentially yes: They are a timer, and when they hit zero the part breaks and becomes nothing more than a cabin. (Or dead weight.) But again, that's only if it's enabled - and vanilla USI-LS doesn't enable it by default. (They can still come into play on occasion: If you build something using EL, both your original ship and your new ship will need replacement parts, and you may not have enough for both. If you're planning on doing a lot of building using EL, I suggest you put in a recipe for building replacement parts so you can build new ships with new replacement parts.)
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It's quite possible that it'll get onto the wiki.
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