

DStaal
Members-
Posts
4,001 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DStaal
-
Started building my orbital construction station for this playthrough, and realized I've gotten a bit carried away on the scope of the project... I'm sacrificing efficiency in many places for aesthetics. Meh. Stage1 (as launched, after initial deployment): Stage2 started - one resource storage and solar power arm built: (And yes, I picked the photo because I liked how it looked backlit - I'll put in a better lit photo once it's more built. Which will require me sending up more resources - I've used most of the initial storage of building materials for deploying the ring and building the first arm.)
-
LFO atmospheric egines: Any existing mod?
DStaal replied to FeliusKerNes's topic in KSP1 Mods Discussions
Ok, it sounds to me like you're basically thinking a of taking a high-bypass turbofan, and making it *all* bypass - burn the fuel from internal instead. Which is really just an advanced prop engine using a rocket-turbine to turn the shaft. And the question is if that's more efficient than using some other sort of engine to turn the shaft. (Electric, a more conventional combustion engine, etc.) That said - take a look at the Buffalo rover system. It has some fuel cells and electric propellers designed for this type of application. -
You've pretty much just described this:
-
You wouldn't +part the restock model directly I think - You want to either change the part creation to be ':AFTER[ReStock]' or whitelist the model, I believe. Hmm. (Or you could change the model if if restock is available.)
-
I mostly play with ScanSat, which modifies this slightly - but yeah, the narrow-band scanner should give you better detail. Landing a surface scanner will give you more detail yet - but only locally. With ScanSat, there's three levels of detail available: Rough biome (the large scanner), detailed biome averages (the narrow-band, or the survey scanner plus the surface scanner in a *different* biome), or detailed (any biome you've scanned *and* sampled with the surface scanner). If these are your own generated resources, you may want a high variance and a low dispersal on the resources to make them more clearly different and have a 'spikier' distribution - but without at least a narrow-band scan you won't be able to tell the difference.
-
Resources should be randomly distributed, based on their percent chance, abundances, and variances. These can be set on a per-body or even per-biome basis if you really want to - check out the 'Water.cfg' config in CRP to see some examples. I've not noticed any issues with this. The other thought is: How are you looking at them? A simple orbital scan would look different than a ground-truthed scan - the orbital scan will just show biome averages.
-
SpaceY Heavy-Lifter Parts Pack : A dead Horse?
DStaal replied to Space_Coyote's topic in KSP1 Mods Discussions
It'd probably be best to post this is the actual mod's thread. If they're still paying attention to the forum, that's what they're most likely to be paying attention to. That said, I'm still using the SpaceY packs in 1.7.3, and haven't noticed any issues. -
Do You Prefer Rockets or Planes More In KSP?
DStaal replied to Johnster_Space_Program's topic in KSP1 Discussion
Either way is personal opinion. I've built a couple SSTO's just to prove to myself I can, but I prefer rockets. But if it's worth it to you, go for it. -
Do You Prefer Rockets or Planes More In KSP?
DStaal replied to Johnster_Space_Program's topic in KSP1 Discussion
I almost never use planes. To me, the game is about exploring/colonizing space - the rocket or plane is basically a way to get your payload into orbit. Planes take more time and effort to get into orbit, and to return from orbit, so they have a much lower time dealing with mission/time dealing with launcher ratio. I'm more likely to spend time building rovers, bases, or stations than I am building planes. (Actually, even launcher rockets - typically I spend a fair amount of time putting the payload together, and then spend a couple of minutes building a semi-standard launcher on it.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
It would help if you could be sure exactly what mod/mods is causing the issue. Usually the easiest way to find that is a binary search: Remove half your mods, and see if you still have the error. If yes, it's in the half you have - remove half of them and repeat. If no, it's in the other half - swap which halves you have installed, and repeat. Eventually you should be able to reproduce it with just stock and one mod. If you can't, it may be a mod interaction - that will take more fiddling, but do the best you can at finding out exactly what mods are involved. Once you have that, grab a log and post in the thread for that mod, letting people know exactly what you're seeing (if anything) beyond the log messages. -
Which DLC, if any, do you like the most?
DStaal replied to Johnster_Space_Program's topic in KSP1 Discussion
Breaking Ground changes my play experience more, really. The missions and mission builder were interesting a bit to play with, but don't really like mods and haven't really drawn me in. The Missing History parts are nice, but are mostly alternatives to mod parts for me. I do like the ability to use different launch sites, but again it's mostly a neat trick. Breaking Ground on the other hand has the new experiments which I'm deploying lots of, and the scanning arm which has affected how I use rovers. (Which I do tend to use a lot - but I was almost always just using Bon Voyage to drive them.) The new suit makes it much easier to see Kerbals in the dark, and I always found IR a bit of a buggy hack so having stock robotics is an interesting addition.- 23 replies
-
- 1
-
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
DStaal replied to Paul Kingtiger's topic in KSP1 Mod Releases
That was my first version - it doesn't work. The parts I'm duping are ':NEEDS[KIS]', so they don't actually exist until after MM has done a pass for KIS, and KIS is installed. You would have to dupe and edit the config file.- 1,555 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
DStaal replied to Paul Kingtiger's topic in KSP1 Mod Releases
Here you go @MrWizerd: +PART[USKASRadial]:AFTER[KIS] { @name=USKASRadial_BREAKINGGROUND !MODULE[ModuleKISInventory] {} MODULE { name = ModuleInventoryPart InventorySlots = 2 } } +PART[USKASWedge]:AFTER[KIS] { @name=USKASWedge_BREAKINGGROUND !MODULE[ModuleKISInventory] {} MODULE { name = ModuleInventoryPart InventorySlots = 2 } } Note that I tried to be more realistic in how large the experiments are and how much space they take up. (The stock containers have some sort of hyperspace tech to allow them to hold what they hold...)- 1,555 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
It's a dependency of Toolbar Controller and Toolbar - so it's not a direct dependency of this mod. It is listed as a dependency of those mods.
-
There's an RTG part as well - more expensive and further up the tech tree than the solar panels. So you can power things either way if you want. I'll admit there's both some value to the notice and that it's kinda stupid - it does let you know if you've underpowered your deployment, or if you've done something like triggered the seismic experiment when it was unpowered. So it's good to have notification that you don't have power... On the other hand, if you don't have power because of the day/night cycle, really the experiments should just quietly go to sleep for a while.
-
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
DStaal replied to JadeOfMaar's topic in KSP1 Mod Releases
There are a few of us. (And it's possible that the interaction with Filter Extensions was fixed.) Mostly I just avoid using the mod - no need to bring it up. It's not the only mod I dislike for one reason or another. It only comes up because it was added as a required dependency on a couple of mods that I otherwise like. KF is the biggest problem in this regard, as it's a very unique mod that greatly improves rovers - but had an update where TU was suddenly required. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
DStaal replied to JadeOfMaar's topic in KSP1 Mod Releases
TU interferes with Filter Extensions slightly, and makes some parts hard to see in the VAB/SPH pick menu. Also, I've found many parts who's appearance is distinctly worse with TU - an extreme example I remember is a gold-foil probe which was invisible in bright sunlight as it was too dark. Even on the parts where it does work, it distinctly changes the aesthetic of them so they don't match well with the rest of KSP. I could go through and remove all TU configs from all mods and remove all shader configs that affect stock parts - but just removing TU does the same thing. My opinion, as someone else who loves KF - but is using the older pre-TU parts. -
000_AT_Utils HabTech2 PartCommanderContinued 000_ClickThroughBlocker Hangar PartWizard 000_FilterExtensions HaystackContinued PatchManager 000_FilterExtensions_Configs HeatControl PhantomAerospace 000_Toolbar Historian PhotonSail 000_USITools IndicatorLights PlanetaryBaseInc 001_ToolbarControl IndicatorLightsCommunityExtensions PoodsSkyboxes 0Harmony.1.2.0.1.dll IntegratedPhoenixIndustries PortraitStats ABCORS Interkosmos PreciseNode APUS_Shuttle InternalRCS ProceduralFairings ASET InterstellarFuelSwitch ProceduralFairingsRetext AdvancedTextures JSI QuantumStrutsContinued AirlockPlus JSat QuickMods Airlocks JX2Antenna RATPack Alcentar_Rescue_system JanitorsCloset RCSBuildAid AllYAll KAS REPOSoftTech AnimatedAttachment KEI RLA_Reborn AntennaHelper KIS ReCoupler AquilaEnterprises KOOSE ReStock AttitudeAdjuster KSP-AVC ReStockPlus AutoAGL KSPModFileLocalizer.dll ResonantOrbitCalculator AutoAsparagus KSPRescuePodFix RetractableLiftingSurface B9PartSwitch KSPWheel S.A.V.E.dat BAE KWRocketry SCANsat BOMPs KerbalAtomics SHED BahaEPL KerbalAtomicsNTRsUseLF STMRibbons BahaSP KerbalChangelog SXT BargainRockets KerbalEngineer ScienceAlert Benjee10_sharedAssets KerbalFoundries ScienceLabInfo BetterBurnTime KerbalHacks ScienceRelay BetterCrewAssignment KerbalJointReinforcement SensiblePumpsCont BetterSRBs KerbalKonstructs SensibleScreenshot BetterScienceLabsContinued KerbalKonstructs-WaterLaunchSites ShipManifest BonVoyage KerbalOccupationColors SituationModuleInfo CFH Kerbalow SlingShotter CameraFocusChanger KerbetrotterLtd SmartParts Champagne KermangeddonIndustries SpaceTuxIndustries ChopShop KesslerSyndrome SpaceY-Expanded CircBurn Knes SpaceY-Lifters Coatl Aerospace Kopernicus.zip SpeedUnitAnnex CollisionFXUpdated KrakenScience Squad Colonist Kunedo SquadExpansion ComfortableLanding Kurrikane SquiggsySpaceResearch CommNetAntennasExtension LETech StageRecovery CommNetAntennasInfo Landertron StationKeeping CommunityCategoryKit LandingHeight StationPartsExpansionRedux CommunityResourcePack LaunchNumbering StationScience CommunityTechTree Lionhead_Aerospace_Inc StationalCunstructs CommunityTraitIcons MADLAD StreamlineEnginesTanks ConfigurableContainers MP_Nazari SunFixer CorrectCOL MSP3000 SuperfluousNodes CoyoteSpaceIndustries ManeuverQueue SurfaceExperimentPackage CrewLight MarsDirect SurfaceLights CrowdSourcedScience MechJeb2 TDIndustriesRCSandHypergolicengines CryoTanks MechJebForAll TDProps DKSalvage MemorialWall TRP-Hire DMagicOrbitalScience MinAmbience TacFuelBalancer DMagicScienceAnimate MiningExpansion TacSelfDestruct DStaal MissingHistory Tantares DecouplerShroud Mk2Expansion TarsierSpaceTech DeepSky ModPods ThrottleControlledAvionics DeployableEngines ModRocketSys TokamakIndustries DiRT ModularFlightIntegrator TooManyOrbits DiamondGrid ModuleManager.4.0.2.dll TotalTime Diazo ModuleManager.ConfigCache TrackingLights DistantObject ModuleManager.ConfigSHA TrackingStationEvolved DockSafe ModuleManager.Physics TrainingLab DoubleTapBrakes ModuleManager.TechTree Trajectories DynamicBatteryStorage MunSeeker TriCrossSection ESLD CommNet MunarIndustries TriggerTech ESLDBeacons NEBULA TrimIndicators EVAEnhancementsContinued NSS UberDyneAstronautics EVAStruts NTRsUseLF UmbraSpaceIndustries EasyBoard NavyFish Undockinator EasyVesselSwitch NearFutureConstruction UniversalStorage2 EditorExtensionsRedux NearFutureElectricaNTRs V2.0Industries EngineLightRelit NearFutureElectrical VariantPersist ExceptionDetectorUpdated NearFutureLaunchVehicles VentralDrill ExperimentTracker NearFutureProps WBIPlayMode.cfg ExplodiumBreathingEngines NearFuturePropulsion WaypointManager ExtraplanetaryLaunchpads NearFutureSolar WhoAmI FShangarExtender NearFutureSpacecraft WildBlueIndustries FieldTrainingFacility NehemiahInc Workshop FillItUp Nereid WorldStabilizer.zip FinalFrontier.dat OPT X-20-Moroz Firespitter OPT_Legacy XyphosAerospace FlagRotate OPT_Reconfig kerbal heatshield FlexoDocking OSUV kerbodynePlus FlightPlan OneWindow masTerTorch FlightPlan.zip OpenCockpit notes FuseboxContinued OrbitalColony toolbar-settings.dat GravityTurn OrbitalTug totaltime.dat GroundConstruction Outer Kerbin unBlur.0.5.0.dll GroundEffect.zip PAWS zFinal_FilterExtensions Grounded ParkingBrake The .zip files are mods I've disabled semi-temporarily for one reason or another.
-
You want RemoteTech: This is one of it's features.
-
I don't use CKAN, so I can't confirm the setup - but do you have ClickThroughBlocker installed? It's a dependency.
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
If you want do to manual transfers of resources, and are having trouble:- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
DStaal replied to Paul Kingtiger's topic in KSP1 Mod Releases
I'm sure. You've actually managed to find a parts mod I *don't* have installed. There's several parts mods with command pods based on/inspired by the SpaceX Dragon.- 1,555 replies
-
- 2
-
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
What was your biggest payload you have launched into orbit?
DStaal replied to TheScareCake!'s topic in KSP1 Discussion
That looks to be nearly all various Near Future (electrical, structural, propulsion, solar) mods and stock.