

DStaal
Members-
Posts
4,001 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DStaal
-
I think I learned the system before the tooltips were added. Just trying to remember what my initial problems were.
-
Point. I wasn't really thinking ablator needed a synthesizer - but PulseUnits and AblativeOil it might be a good idea. Of course, then I'd have to talk RoverDude into adding them into the mod... (But I could patch something in.) Both do make sense to me, in different contexts.
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Fair enough. My only real issue with your UI is the learning curve - once you know what everything means and where they are, it's fairly easy to focus on what you want. The layout is fairly decent, if busy. (And I can usually move things around so that I can get the parts I don't need out of the way of what I'm doing.) It's just that there's a lot to take in, and you do need to know what everything means and where it is before it's very useful. I'm not sure how to help that really.
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
The transparent pod not working right exists at least in 1.7.0 as well - and I think in 1.6.x, and possibly further back. It's a relic of the Karibou using the transparent pods mod, and most of those functions being moved into stock, necessitating a small rework of that mod. There was a texture update needed, IIRC. -
If we're talking the UI - does anyone actually ever use anything other than 'all unlocked modules' on a craft? It seems to me the UI setup for selecting modules to add to a craft could just be dropped unless there's really a use for it. (Just because a module is on a craft doesn’t mean you're going to use it, of course.)
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Just set up your phone to alert your watch when an email from the thread comes in. No need to add levels of relay - they're only delays. -
The question is how do you build the SpecializedParts? The one I'm thinking of in the Orion mod is the pulse units - which should be made using EnrichedUranium. If you can just build SpecializedParts and then use them to build anything, some oddball resources which will need to be installed become either blockers or exploits. Of course, they'll be very oddball and it wouldn't be much of an exploit... (Why I had the thought on transferring non-transferable resources: It means you could have a part in a mod that's a specialized facility which produces these resources, and GC could transfer them.)
- 1,554 replies
-
- 1
-
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Ablator is the only one I can think of for sure off the top of my head. The Orion mod has a couple that are hard to transport as well, that would be nice to be able to build in place - but they really shoudn't be created from SpecializedParts. (Though AblativeOil could be.) Is this something that could be read from a config? Then a mod could support GC by adding a config if a specific resource needed to be built in-place. Another thought would be to allow non-transferable resources to be transferred at buildout or kit creation, which could allow other mods to allow you to build something with non-transferable resources. (Though your build station could get big.)
- 1,554 replies
-
- 1
-
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
How do these parts interact with your versions of them in KNES? Should I just use the parts from that mod? Are they moving to this mod?
-
It's always best to ask these questions in the mod's thread - you'll get the people most interested that way. That said: For the new hose, I believe what you need to do is walk Bill to the *end* of the hose - if you get close enough to the connector, it should prompt you to allow you to pick it up. Then walk it back and return the connector to the reel. (There is a bug if the hose is at max extension - if so, knock the end of the hose closer to the reel and and you should be able to pick it up.)
-
Balancing Breaking Ground Experiments Size
DStaal replied to DStaal's topic in KSP1 Mods Discussions
Why bother going via weight? Liters is a volume measurement: 10cm*10cm*10cm. Weight will just confuse the issue, as 1L = 1kg only for water at 4 degrees C. Anyway, I get your point @zer0Kerbal . I tend to see a Kerbal and visualize myself there by habit - but a Kerbal's less than half my height. 100L is a box about 1.5ft by 1.5ft by 1.5ft. Let's use some photo reference: The KIS container on the right is spec'd to hold 280L. The Breaking Ground container on the left is spec'd to hold 3 slots. I'm pretty sure those three pieces don't actually fit in the container that they came out of - but should they all fit in the KIS container? At 30L/slot the KIS container can hold 9 slots. If we round a Kerbal's height to one meter, and take the controller as a half his height cubed, it's 50cm*50cm*50cm - which is 125L. So by that it would hold two of those. The weather station looks smaller undeployed, and the RTG is taller and narrower. Working through that - 100L sounds about right again. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
DStaal replied to IgorZ's topic in KSP1 Mod Releases
The amount they can put in their pockets (inventory) is different than the amount of weight that they can carry. If it's within the amount of weight, they'll still be able to pick it up, move it around, put it in containers that are large enough, attach/detach it from ships, etc. But if it's to big for their pockets it's not going in their inventory. They should be able to *grab* those parts, and place them anywhere within reach. (Or within reach of a Kerbal standing nearby...) They just can't place it in their inventory. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DStaal replied to IgorZ's topic in KSP1 Mod Releases
I run 200+ mods. 1.7.1 broke maybe 10 of them, probably less. Admittedly, a couple were very important mods - but the vast majority of mods don't break on most updates, and we've been asked by the moderators to not bug mod makers about updates. So it's best to assume it works unless your experience is different, and post problem reports with actual info when they do break. It's just polite. -
Balancing Breaking Ground Experiments Size
DStaal replied to DStaal's topic in KSP1 Mods Discussions
So 100L isn't that far off, good to know. I expect almost all of them pack up just a bit smaller than they'd measure deployed (everything but the RTG sits on legs which could be collapsed, for instance), so it's probably a decent rule-of-thumb conversion. (I could use something more complex like 110L, but it'd just make the math harder and wouldn't add that much.) For what it's worth: The SEQ-3 get's measured by KIS at 280L. So they're definitely folding space to fit three in there - two would be much better. -
I'm starting to write some personal patches to put storage for the Breaking Ground experiments into mod parts, and I thought it might be a good idea to start a discussion on how large a 'slot' is. Most of the parts I'm using for the storage are KIS storage parts, which I clone and repurpose - and nicely, they all have storage sizes available in Liters. So a thought is to do a conversion to Liters. Now obviously the different Breaking Ground experiments are different sizes, but what would be a good size? The Control Station is probably a good middle-ground choice for size for discussion - basically a square box. The current KIS flat out refuses to calculate a size for them (for compatibility reasons). The Breaking Ground storage units are obviously using advanced space-compression technology. My first guess is that a slot is around 100L - so a KIS Portable Container would fit about 2 slots. (A bit more, nearly three but not quite.) That's less than the smaller SEQ-3, but I think feels more right. Anyone else have thoughts?
-
Never heard of anything like this but I think a pic of the ship and the logs would probably help as well.
-
I said my upstream, not my ISP - for a variety of reasons, my public address is forwarded to a private email address. The public address has it's own spam filtering which I could use, but specifically don't. While they probably do filter from known bad IPs, that's not all they do, and I do my own independent spam filtering. When they do think something is spam, they mark the mail as such and send it on. So I had two answers for Vitas on the 'was this marked as spam' question. Both were no.
- 2,176 replies
-
- 1
-
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with:
-
An arbitrary line which they can test for quickly. A ship with a periapsis at 69km can probably orbit for quite a long while before it deorbits - a ship with it's periapsis at 0km isn't going to complete the orbit. Somewhere in between there's a point where most ships would switch from 'orbit, but decay slowly' to 'impact imminent'. KSP isn't going to compute what that is for every individual ship is in the background (it'll do it if you keep the ship in the foreground), so the devs picked a point and said 'if it goes below this, it's getting trashed'. They probably erred on the side of 'let it orbit' a bit more than they should, but I see the reasoning, and there's something the player can do if they set it to leave things that should de-orbit in orbit, while there isn't anything the player can do if they destroy things which should have stayed in orbit, so they're erroring on the right side.
-
Hey, you saw it: At this point you can throttle *very slowly*, hit the debris at a couple m/s, push it out of the way, and then throttle up to the full burn. (Done that a few times, usually when doing something complicated like building a comm network.)
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
DStaal replied to Paul Kingtiger's topic in KSP1 Mod Releases
Nice - though I'll admit I find myself wondering how those pipe automatically disconnect and reconnect to each other.- 1,555 replies
-
- 1
-
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
It was not in my spam folder. (You should be able to see that my Spamassassin install scored it a 1.9, and it has to be over 5 to be considered spam.) It doesn't look like my upstream considered it spam either, though they don't leave headers. And I just got another, and it does look like the leakage was fixed.
- 2,176 replies
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with:
-
Hmm. Looking at the headers of the email I got, you're leaking some personal info: I have a (probably partial) list of other recipients who got the same message.
- 2,176 replies
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with:
-
I'll take a look if I can. For the moment: I've just received an email from Spacedock...
- 2,176 replies
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with:
-
I'll admit managing sites like this is my job, and we have reasonable rates... Though we don't do much with mail these days.
- 2,176 replies
-
- totm july 2019
- spacedock
-
(and 3 more)
Tagged with: