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DStaal
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
DStaal replied to RoverDude's topic in KSP1 Mod Releases
On an unrelated note: How do you envision the monoprop fuel cell working? I'm going through and making a config to add water outputs to my fuel cells (one of their main advantages is that they can feed life support then), but I wasn't sure if that made any sense with this fuel cell. -
Is that the only config file you have in GameData? If you have more than one, the most pessimistic settings are used. (Other places to look: USI Kolonisation, and Planetary Base Systems.)
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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 note no mention of 'parts on the rover must be attached in physically possible ways'. (Or, in other words: 'no clipping'.) -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
It would be entertaining, but I find that your definition of 'fit' differs significantly from mine. I spam legs everywhere. It's not about the collision meshes, really - it's about KSP's issues with actually being able to hold a ship in place on the ground, rounding errors, and clipping. Basically, anytime I come back to visit the base it's going to re-land from a *slightly* different point then where it was before, and having landing legs makes that matter less. -
I don't think Daniel was complaining about having the 1.1 mark. The comment was more directed to the fact that mods currently marked for 1.0.5 are showing a warning saying they are outdated and don't work with the current release of KSP - when the current release of KSP is still 1.0.5. (1.1 is a pre-release, and it's only available on Steam.) A minor issue really, but if it becomes a pattern with Squad, it might be nice to have a 'alert box' that goes the other way: "This mod is compatible with beta/prerelease versions of KSP." (And then have the current version being unmarked.
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My only comment would be to try to find some way to use Gypsum instead of Ore, since that's what is used in other places to generate fertilizer for this mod. (BTW: if you don't want to load the full MKS package, Kerbal Planetary Base Systems has USI-LS support, and some parts that will generate fertilizer.) But that would be me trying to make sure things fit.
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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
Both of those are long-term expedition rovers, and not having them in the garage makes some sense. The one that annoys me is the PackRat. It's just centimeters (if that) to tall to fit through the doorways. (And it fits inside - it just has issues getting through the doors.) It's a more short-term short-range rover, the type of thing that I'd expect to put into a garage. (I haven't tried USI's logistics rover, but that would be another one that I'd think would be good for a garage.) -
There it is! I knew I'd seen it on that site!
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The problem with an ablator is that you've now got to refill your radiator system at regular intervals. On the other hand, there is a design that basically does that and then collects the ablator again after it's radiated it's heat: Liquid Droplet Radiators. You minimize losses, and get a very efficient (and damage-resistant) design. As long as you aren't trying to use it while you're accelerating, of course. (Or are very careful to align it along the axis of acceleration.) I wouldn't mind seeing one in KSP.
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'Cold' doesn't exist, only heat does. The problem is that water is a very good conductor of heat, and vacuum is a very poor one. So a submarine can use a very small radiator to push excess heat to the ocean (in fact, they probably have more problem with the other way around - keeping the sub warm enough to live in. So they doen't need any radiator.) while a spaceship needs a huge radiator to try to get the heat to go someplace, because there's nothing in space to absorb it. In fact, in some ways describing 'the temperature of space' is a nonsensical question - heat is a property of matter, and vacuum by definition lacks matter. So there's no heat, and therefore no temperature. You can only describe the temperature of objects in space - and a nuclear reactor can get very hot very quickly.
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February or so, I think? I could probably go back through the thread and look. I haven't tried them in my restarted playthrough. If you wanted me to it'd probably take a week or so before I had the ships in place to do so.
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Over half the time I tried using the recycling bin, it would get stuck and stop recycling. Either before it did anything, or partway through. I could send someone out to clear it, but especially with USI's ability to recycle directly from EVA, I might as well just send them out to do the recycling at that point. I did some debugging in this thread a while back, but nothing definite seemed to be the issue reliably. (Seperators/heatshields seemed to be one trigger, but I've had it happen without either.) Also: By the time I've built a station with a workshop, command pod, batteries, some solar panels, storage for usable resources, enough delta-v to get to the correct orbit, etc, I'm usually pushing what my ancient computer can handle without bogging down. Add in a tug and a ship to be recycled, and I'm definitely bogging down. So, even if it works it becomes a bit of a painful process. Some of this might be reconsidered if I were to play an actual career game. So far, I've been doing science-mode games as a balance between progression difficulty and just being able to do anything. But that does mean that simply terminating debris from the tracking station has no effective cost, so the resource recovery isn't essential. I'd like it as a realistic solution of sorts to space junk, but since it was finicky and slow, it wasn't worth it to me.
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MKS doesn't add population controls - although USI-LS does. So it depends on what you're doing there. Any of the MKS-III modules are level-5 workshops, and they also hold lots of Kerbals. The resources you'll need to build with MKS are MaterialKits and SpecilizedParts - more of the former than the latter. (I typically build a 3:1 storage ratio, but it's not exact. The exact ratio will depend on what you're building - high-mass low-cost parts lean towards MaterialKits, while low-mass high-cost parts lean towards SpecilizedParts.) Personally, I wouldn't bother with refining/converting on an MKS space construction yard. Do it on the surface, and ship it up. (The Orbital Logistics part makes this fairly painless, without removing the cost in terms of fuel.) MKS also hides the recycling bin, although you can fix that. (Not that I've had much luck with the recycling bin...) I haven't done much recycling with the latest versions of MKS, but either it turns stuff directly into MaterialKits and SpecilizedParts, or it turns them into Recyclables. If it's the latter, the MK-III Fabricator can turn them into MaterialKits and SpecilizedParts. (And by description is intended to be the workshop for EL.) You might want to pair it with a Workspace, though I'm not sure if that efficiency boost applies to EL. Smelters are hidden by MKS, and are fairly useless in conjunction with it, because they convert to unused resources. The MK-III Fabricator does second-level conversion, so it covers that end of things. Short version: Any MK-III part is a good workshop. If you want to recycle in space, use the Fabricator, and add at least one Workspace. Storage for MaterialKits and SpecilizedParts, more of the former.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Yeah, but they are available a couple of tech levels earlier, IIRC. So they allow you to build long-term satellites and stations earlier in the game. Not sure how big a problem that is, but I do remember when starting my latest play-though it meant I could start doing things like ScanSat scanning much earlier than I'd have been able to otherwise. -
You'll get the EL parts back, but you'll still be using the modified resource chain. The EL parts that build/recycle will automatically update to the modified resource chain, but the hexcans and ore converters will be useless.
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Take a look at the new logistics options USI's introduced as well - you still need all the parts, but often they don't need to be part of the same base. Anyway, this would be better discussed over there.
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Yeap. The USI system makes sense, but it is a bit more complicated. (It was partly developed in conjunction with OSE Workshops, which noticed that the base EL setup has a rather severe exploit available.)
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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
USI-LS makes it hard. It should be possible with inputs of fertilizer - which means mining gypsum or ore with this mod. (The alge tanks can work with ore.) Careful though - they dump excess, so you can lose material that way as well. I haven't checked if they are completely balanced in the end, but the idea should be there. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
I'm having fun with my new Mun base. One request: Could the 'Garage adapter' get a crew hatch? (And associated CLS config.) The idea being that you can walk directly out into the garage from the rest of the base, and vice-versa. (I was also going to report the big water container issue, but I see that's been fixed in the Github master.) -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Actually, I think he's wrong, at least depending on how you look at it. USI-LS doesn't use water for much, but high-level recyclers do use it, including one distributed in this pack. None are included in USI-LS itself, but water is a resource that USI-LS players may want to be able to access. Of course, if you mean that you'll remove the drill and the use of it from the command hub (and anyplace else you're using it - that's the one I've noticed), and then have a separate config for USI-LS+USI-MKS, that I can see. But other add-on packs might also use water as suggested by RoverDude if they add USI-LS compatibility as well. Also, water is a useful resource for a couple of other resource chains I've seen around - several converters to fuel+oxidizer exist, for instance. -
I haven't had the issue - other than KSP occasionally having trouble transferring crew in general - but I find using Ship Manifest a much easier way to handle crew transfers.
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Well, they did change habitation spaces a couple of times, and got out to stretch their legs...
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