

DStaal
Members-
Posts
4,001 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DStaal
-
Awesome! Can I request one done using the Outer Planets Mod version of the map?
-
Yep. It's a bit of an exploit, but not really something that can be worked around.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Depends what you mean 'works with'. All of RoverDude's mods are designed to support having stuff moved around and placed using KIS - in fact, it's the preferred option in some cases. If you mean 'does stuff in KIS storage affect life support', then no - it's a basic limitation of KIS that items in storage have no actual presence in the game until they are pulled out of storage.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Pretty much anywhere in GameData. Personally, as they aren't official KPBS configs, I'd make a separate folder for them, and any other personal/extra config patches you install/make. (Actually, personally I have a separate folder which is synced to Github, which these are in a sub-folder of. ) As long as you have Module Manager installed, it'll read anything in GameData. (Well, it skips folders named 'PluginData', so avoid that for these. Anything else.) -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
USI thread, since it happens to their stuff as well. -
[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 think that's actually a stock bug - the same one that's affecting EC usage when in warp/unfocused. Either way, it's not this mod's problem. And: Yay for the update! I've been waiting for this one - I've got a base to build with the new garage. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
https://kovacsicedrillingequipment.com/mechanical-drilling/high-strength-bits/ http://www.rock-drill-bit.com/types-of-drill-bits.html You tell me - we seem to use different ones here on Earth. Even for different types of rock. I know consolidated drills are nice because they're easy from a player standpoint, but I don't really see any other justification for them. You could just as easily claim that we should only have one type of rocket engine. Install UKS. They have that mechanic, if you dig up dirt. They also have separate drills that can get each resource individually - and we have people in that thread arguing that 'dirt' is useless and irrelevant because the others exist. -
Field report from my Mun Exploration crew on their new rover (in-universe style - not all may apply to RoverDude.): The right headlight doesn't work, only the left one does. They are unclear on whether this was a design simplification decision or an oversight. Maneuverability and speed are excellent, although pilots should be aware that it is possible to tip one over - and unlike the Karibou designs, it's self-righting ability is limited. The side docking may be convenient, but it requires level ground between the respective docking vessels. Future base designs should take this into account. The addition of the AKI Storage Lockers to the rear airlock was brilliant, and should be immediately adopted in all future designs based on this concept. (Some surface-mount KIS containers, that happen to match the form and style well.) The service bay does not make a very good experiments bay, as the height makes it difficult for the scientists to reach the experiments to reset them.
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Looking at the download package for MKS Lite, I believe they should, however I haven't done any testing with MKS Lite so I can't say for sure. (It uses the same code base, and I key the MM files on the tools dll, not the pack, so there shouldn't be issues.) -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
No idea if Nils has plans - but there should be some (configs *just* fixed...) in my configs just above. As for different drills for ore and water - they're different things. Why should a drill that handles one be the right drill that handles the other? I'm sure they need a different drill-head and internal pumping apparatus at least. (Also - if you look in the configs - the water drill only loads if you have a mod that'll require water.) -
I can't recall if I saw anything on this on my previous read-through of this thread: Is it possible to get a burn time indicator for a falling Kerbal? I'm sure we've all had those 'Jeb just got launched at 45m/s into space' moments on some weird miscalc 'collision', and it'd be nice to have some idea of what it's going to take to land him safely.
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
For anyone who's using my UKS configs - I've updated them on Github. Changes: Add EL survey to cupola. Added logistics to all tanks. Added logistics consumer to all base parts. Added power distributor to central hub and command module. Re-balanced tanks logistics ranges. The last one is worth a note: I decided the tanks were to small to qualify for the 'large warehouse' standard for Planetary Logistics. The small ones now share to the immediate area (150 meters, unless there's a distributor/rover nearby) and the larger ones share to the local base site - up to 2km, but not to Planetary Storage. If you need Planetary Storage, something bigger is needed, like a large Kontainer. If there was a way to say 'everything in this storage rack gets Planetary Storage' I'd add that to the large racks, but I don't believe that's possible. Doing a quick look I think I have a couple of tanks (RCS, Xenon) in the wrong categories - but it's a minor issue, and they don't actually have large tank versions so it may be reasonable to have them having the longer range anyway. Feel free to drop me any questions/comments/concerns. (And, as before, Nils is free to use this without attribution if he feels like it.) This should be a fairly complete set, as far as I'm concerned. I'm not sure if there is something specific needed to get Kolonization bonuses - if I figure that out and there is, I'll add it. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
DStaal replied to rbray89's topic in KSP1 Mod Releases
You mean - it's *this* weekend. Including today. Assume he's currently working on it. (And assume it'll take longer than expected - things often do.) -
[1.0.5]AutoRove - autonomous rovermovement in the background
DStaal replied to Wotano's topic in KSP1 Mod Releases
Probably because it just works. No need to complain or ask questions. I was wondering about one thing I ran into - to see if anyone can reproduce. I set up a rover to autorove to a landing/transfer site, then switched to another craft to land and meet it there (using MechJeb). They collided 2.5km above the surface. I'm pretty sure my rover wasn't flying without rocket engines. Anyone else see anything like this? (Also: Why was the button for the rover status window removed in flight/map view? I found it a real time saver...)- 139 replies
-
- rover
- automation
-
(and 1 more)
Tagged with:
-
It would help. Usually these types of problems can be solved in seconds with that - or it can take days of us questioning you carefully without.
-
Well then, a screenshot of your GameData folder would be our best troubleshooting tool. (It's a lot easier to find under 1.1.2. )
-
It's not even really an issue - it's working as designed. 'Seat X Inventory' is the Kerbal's pockets - whatever they are carrying when they get into the ship. You can tell them what to carry in the VAB (because there's no where else to tell them), but it's still the Kerbal that's got them. No Kerbal, no pockets, no stuff. Some parts will have a separate Inventory of their own - that's the storage lockers in the part. Then you don't have to have a Kerbal to carry it. (And they may have one or more 'Seat X Inventory' as well - depending on how many Kerbals they can carry.) Now, the fact that the stuff in the seat inventory increases the ship's mass even when there's no Kerbal there is probably a bug, and should be reported to KIS.
-
As a fellow Mac user - some versions of Mac OS merge a bit counter-intuitively, but that shouldn't be a problem for an initial install. Also, Macs like to create an enclosing folder when you unzip if there isn't one already - some unzip programs don't do that. But that's minor, and usually helpful not harmful - and RoverDude encloses things in a 'GameData' folder, so it doesn't come up. However - you said 'entire file' - does that mean you didn't unzip it first? Unzip, and you should have just created a 'GameData' folder. You copy the contents of that that into the 'GameData' folder in your KSP install. (If you can't find that, tell me what version of KSP you're running and where you got it - it's changed a bit on occasion.) That's it. Don't try to overcomplicate things. The other question I have is: 'Where are you looking?' RoverDude creates his own categories for most of his parts, so they aren't in the normal categories. And, of course, if you're in a play mode that requires unlocking parts you'll have to have unlocked them.
-
While I love the little experiments and the science, I just wanted to say my absolute favorite parts from this mod at the moment are the lockers. Tremendously useful to be able to add a bit of KIS storage wherever I need it, without having a big box sticking on the side of my ship. The cardboard box is great to - again, being able to carry stuff around without having to stick the box on the side of the ship when I'm done is awesome. Thanks.
-
As a thought, could you truncate/round at the decimal if there are more than a certain number of digits? Or have the top of the number remain in place while the wrap overflows the bottom? Usually the decimal isn't very useful, but the beginning of the number is, so just keeping the top line stationary while letting it overflow down would mean the more important number would stay visible.
-
Unfortunately, not very feasible. Items in KIS storage don't actually exist anywhere - KIS keeps track of what's supposed to be where and re-generates the item when you pull it out of storage. So to do this RoverDude would have to have a code to directly hook into KIS's code.
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Any hope you could give general guidelines on what types of current things give shielding and/or what a generally safe distance might be? (About to design my first power plant for the Mun - which will power ~4 bases. I don't need exact values, but if I didn't have to switch out Kerbals every couple of days once it's in play it would be nice.)
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
The defaults currently are to have the same effects for vets, and Valentina is included. ( @RoverDude, could we get the line about vets being immune removed from the OP? It's no longer true, and it's causing repeated support questions. )
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with: