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DStaal
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Everything posted by DStaal
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You could always remove some IVA's with an MM patch. The mod with the worst KIS issues for crew inventory that immediately springs to mind is actually UKS - the inflatable parts (most of the MK-V line) delete the inventory of any Kerbal who enters them. (Which causes some issues, as they are largely designed to be placed via KIS...)
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[1.1.2] Phoenix Industries MAV-Like Ascent Vehicle (v.2.1)
DStaal replied to -ctn-'s topic in KSP1 Mod Releases
CLS is Connected Living Space - it's a mod that restricts transfer of Kerbals in ships to parts that have pressurized connections. Makes the game feel a lot more realistic when you can't just 'transfer' across 100m of girder and reactors, but have to think about whether you put a transfer tube in. Support is fairly easy; a MM config of two-three lines is usually enough. Though you can get fairly detailed (which nodes in particular are passable, etc) if you want. -
Yeah, I'd check habitation on that mission - it's likely the problem wasn't that they ran out of supplies.
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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
They use Module Manager to add functionality to the KPBS parts. You will still need the KPBS configs. At some point in the future KPBS may integrate it's own version of this functionality, and I am not sure what would happen then - it depends on how things are done. -
Parts mods tend to add more memory footprint than utility mods, if I understand correctly. I'm not exactly sure how I'd play the game without mechjeb, gravityturn, Kerbal Alarm Clock... (I'm running 98 mods on a 2008 desktop. You know you want more mods. Do it. Do eet... )
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That's because normally it's a hidden resource - created and dealt with in the background, as a proxy. (I'm not even sure they are still used...) Malich has a good point - but if you'll check the parts, you'll notice that the lower-quality recycler you showed from their other config is present as well. So you can just enable the 66% recycler during the trip, and save yourself some part counts if you want. (Pioneer modules would get you 75%, IIRC, so up to you whether you think the additional fertilizer is more of a hassle or the additional parts.)
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You've got a set of UKS compatibility patches around as well - they give a few different recyclers. The water use is mentioned in the part description in the VAB. That also brings in replacement parts - stuff will wear out over time, and need to be repaired. Engineers can use replacement parts to do repairs. Technically that's a part of this mod, but I believe it's disabled by default - UKS enables it if it's installed.
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You've forgotten water. The 89% recyclers need 18 units of water per hour to run - really, it's best to think of them as converting *water* into supplies. (Or: Undrinkable water into usable water.)
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[1.0.5]AutoRove - autonomous rovermovement in the background
DStaal replied to Wotano's topic in KSP1 Mod Releases
Not actually set up to compile the source... Though I like the idea. I understand the 'it's cleaner' idea of only showing it in the 'overall' views - but that's two minute+ long context switches on my machine, whereas switching between vessels in map view usually can be done in 10-30 seconds. Basically, to me, that means it's not worth trying to use the rover status - It's easier and faster to switch to a vessel out of physics range, go to map view, and hover my mouse over the rover that I want to watch.- 139 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
You can take a look at UKS for inspiration, probably - they have a couple of parts that do that conversion. (Quick chart here: https://github.com/BobPalmer/MKS/wiki/Converters#nuclear-power )- 3,523 replies
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You've disabled home effects for vets - so home and hab will always be infinite with Jeb. Try a non-red Kerbal, and you'll get some effect. (Though you've only got that set to 'Grouchy' - which is refuse to work.) Or you can change the effects. He should be out of supplies though, I think... Of course, the current version only uses that config file as 'new game defaults' - you can override in the settings window in the game, and you haven't shown us that, so we can't be sure it's set to the same.
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[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
DStaal replied to IgorZ's topic in KSP1 Mod Releases
A definite hit on my 'I didn't know I needed this' list. -
You're going to need to tell us what you did to prove it's this mod, and probably log files - I and probably a lot of others regularly EVA Kerbals and regularly recover them without issue, so something's going on differently in your install.
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Oh, just to add the relevant line from the log appears to be: [LOG 15:21:42.730] [ModuleManager] Error - Cannot parse variable search when inserting new key objectNames = #$/@MODULE[Container?Solids]/objectNames$ I can post more of the log if you want, but as far as I can tell that's the only place it mentions anything on this. (Besides the line saying there was 1 error in $hugenum$ patches.)
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A couple ideas for scatter: Puddles, on say Eve - have to have an atmosphere and a surface liquid, but could imply a constant rain. Another would be a vent/geyser - this would need to be on a bit larger world with some geological activity, but doesn't need an atmosphere or surface liquid - just that there is something near the surface that could be heated to vaporize. (So you could have nitrogen vents on one of Jool's moons, for instance, or carbon dioxide in places on Duna.)
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I'm trying to read something from one place and put it into another, and getting errors about interpolating variables. Simplified example case: // File 1 PART { // Standard part stuff MODULE { name = Container_Solids objectNames = Kontainer baseVolume = 160000 } } // File 2 @PART[*]:HAS[@MODULE[Container_Solids]] { @MODULE[Container_Solids] { &halfVolume = #$baseVolume$ // No errors here @halfVolume *= 0.5 } MODULE { name = testing_module objectNames = #$/@MODULE[Container?Solids]/objectNames$ // Error interpolating value here. } } I've also tried with an underscore, and using `#$/Container_Solids/objectNames$`, as well as using relative paths (`../`) instead of absolute. Is there a way to do this?
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Thanks!
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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
I think the thought on the Central Hub is that it's not the 'first' piece - it's the central piece. It's the only two-story building in this pack, and obviously has more capability than a lot of other parts. It's the command center for your entire colony, not just the one base. Start with an easier part to ship out (like the cupola, or the command module), and build up to the Central Hub. Or put in the central hub, and plan to bring the full life support system online later - shipping in supplies while the colony's still under construction is valid, after all. (That said, I'm starting to make the argument that the 'water purifier' level of recyclers should really be thought of as converting water to supplies, instead of recycling supplies. But still, having that in the Central Hub could make sense - as would having a more conventional recycler, so whatever Nils decides.) And: Are the mod parts not printable by OSE? I haven't tested recently, but I thought OSE could print anything it could fit in storage, generally. (Though for larger parts I tend to find building using EL is faster and easier.) Now, the parts in this mod are fairly large and rigid, so fitting them in KIS storage might be an issue, but it should be possible - assuming you have a printer that supports the size and storage volume to put it in. (OSE printers have a maximum size they can print, as well as the maximum size of storage you have available.) -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Yeah, I'm hoping that while the mechanics may change, the modules enabling the mechanics don't. (Or at least, not as often.) Then it's just a question of new modules/mechanics that come into play. I have another idea for helping maintenance of resource storage - I'll have to see if I can get it to work and then if RoverDude will go for it. (It should help him as well, if it works.) I'll keep you posted. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
You're welcome. Why I mentioned it. Also, I worked a bit on the UKS wiki, writing up this page aimed at mod authors: https://github.com/BobPalmer/MKS/wiki/Supporting-MKS-in-your-mod If you have comments, or something you think should be included, feel free to tell me and I'll see what I can do. So far it's mostly been mod users who've been working on the wiki, so it's possible we're missing something important from your end. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Just to say: If you're thinking special drills for UKS, it'd be worth watching the UKS thread at the moment. RoverDude's re-balancing his tech progression, and there have been several comments on where the drills get introduced, and what resources get bundled with what. -
...Something is borked in your install. There are problems with the mini wheels, but they are useable in general - and I'm running ~80 mods including the full USI set with no particular game-breakage issues. (My computer has trouble keeping up, but that's a separate problem.) So you are having non-usual problems, and there is something wrong. None of that sounds like mod issues, so I'd be downloading a clean version of KSP and re-doing the install from scratch.