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DStaal

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Everything posted by DStaal

  1. If I get anything, I'll try to remember. At the moment, I haven't seen anything come through in ages. (I do tell my mail provider to let spam through and let me handle it - though I've noticed they still block some.)
  2. I'll admit I just figured the email feature was staying broken - I haven't gotten one since 2017. https://forum.kerbalspaceprogram.com/index.php?/topic/170865-spacedockinfo-mod-hosting-site/&do=findComment&comment=3242525
  3. I just did a quick test: They downloaded simultaneously, but the second one took ~17 seconds from click to start downloading. If the download of the first finishes before that, the second one will return faster - so it's only delaying simultaneous downloads. (And only really noticeable with large mods - of which there are a few.)
  4. The one thing I've noticed with the new backend is that starting concurrent downloads seems to hang up a bit. (Like when Angel-125 updates all his mods, and I want to download all of them - I'll open each one's page in a separate tab, and then click download in each tab. The first starts downloading immediately, but now the rest pause for a bit before they start.) Minor issue, but something I've noticed.
  5. (Could you use the normal font size?) Then at the moment you'll need to either downgrade to 1.7.0, wait for KAS to update, or buy and use Breaking Ground instead.
  6. If you're under 1.7.1 - currently there is *no* way to make this mod work, as a dependency is broken.
  7. In the context of this mod, there's two good answers to that question. Wait for KAS to update for 1.7.1, then follow normal patch install procedures. Don't. This mod is discontinued and broken in current KSP, and the new DLC has similar parts. Use those.
  8. I thought REKT already had IL compatibility baked in by the original author. (I'll admit I haven't checked to make sure it still works recently, but I can't see why it would have failed.)
  9. For the purposes of this discussion, the relevant number is what *KSP* defines as 'deep' - and auto-deletes under. Which is somewhere in the 20-30km range, I believe. For a 500km launch, I'm probably dropping them at 80-140km. They still drop to burn up however. (Though I may have to watch them burn up if I really want them cleaned up.) Honestly, I don't compute it down to the last dV - I launch by rule-of-thumb and the GravityTurn mod, and get launches (depending on settings, build design, etc.) costing between 3000 m/s and 3800 m/s - and that is for *either* 80km AP launches or 500km AP launches, typically. (Admittedly, lower AP tends to lower dV.) The point being with a reasonable mission profile you can auto-cleanup your trash, I find. Is it absolutely perfect? Probably not - but I'm not trying to push the boundaries of what's possible, just getting reasonable launches set up.
  10. How much dV do you typically need to circularize? For me, if it's more than 200 dV I've had a bad launch. Long-range transfers I'll typically boost to a 500km starting orbit - the booster's still entering atmosphere (especially if I've put a sepratron on to help separation), but that saves quite a bit of fuel for the next stage. Typically I'd rather boost higher and circularize with the vacuum engines then boost lower and circularize with the boost engines. It's low fuel, keeps my orbits clear, and keeps KSP running smoothly.
  11. Depends on what you mean by de-orbit - if you design your mission right you can deorbit as part of the mission: Take my normal design for an early Mun mission: Booster to orbit is dropped either near the end of the gravity turn, or before the circulazition burn. Transfer stage (which is vacuum-optimized) then circulizses, does the transfer burn, the rendezvous burn, and de-orbit burn before being jettisoned. Lander stage lands, Kerbals do science, lander returns to Mun orbit. At this point I usually dock to an empty return ship I've launched, which has the dV to return to Kerbin and land. I've left one piece of debris in any orbit - the lander. Which is reusable if I send enough fuel to top off the tanks. Every other piece was deorbited and destroyed as part of the mission. This also meant I used the most suited engine for every stage: Boost to orbit was a high-thrust engine, orbital maneuvers were all done with a high-ISP/low TWR engine, and the Mun landing/takeoff used a vacuum-landing engine, chosen for the design of the lander to have needed TWR. Yep. It adds a little box that can be staged to destroy the ship. (Or whatever stage it's on.) Not exactly realistic, but can be useful.
  12. Define 'deep' - I believe the base game will terminate anything that goes below 20km, and there's a couple of mods which will try to recover that - and one or two that will have your orbits decay... Haven't had very many collisions - partly because when I started KSP I was on a 10-year-old computer and I quickly learned that debris cleanup was one of the best ways to speed up the game. I have had a couple where I decouple a nose cone before the circularization burn - and then burn directly into it. I've learned to drop them quicker, while Mechjeb is still re-pointing the craft towards the circulization node.
  13. Ok, there's a couple of things: First off, you need more battery storage for catch-up, which is done in six-hour chunks. That won't be needed for just watching it in place however. Secondly, the recycler doesn't actually need to use mulch, so it doesn't pull mulch. It just reduces the use of it by Kerbals. So you'll never see it pull mulch - and it doesn't matter, all that matters is that Supplies usage will go down when you turn it on. Thirdly - You don't need a Kerbal in the part for Logistics, but logistics doesn’t matter for this anyway. What does is Life Support - and I believe you *do* need a Kerbal in the ship for it's parts to be counted as part of the local life support network. Try watching the LifeSupport window while turning the recycler on and off. If the supply time changes, everything's working. (But you'll want more battery.) If it doesn't, you need a Kerbal in the ship with the recycler.
  14. For myself: I've found I like the looks and operations of the Brumby from MOLE better. It's 1.875, but it's got a good RCS, docking, and parachute system as well, and you get the whole MOLE labs setup, allowing for some early space stations. I also like the art a bit better, and I find it flys better during re-entry. Later game I have a couple of Near Future pods in the 1.25m size - and of course there's an early Soyuz-inspired 2-person pod in Making History. (Which has a 1.25m attachment point, but is really more 1.875 in size.) So: There are other good choices that have come out, so the K-2 just isn't as unique or needed for it's niche compared to other options.
  15. @lordcirth already linked to the release notes on this, that they were intentionally depreciated. I'm another heavy user of those tanks, looking for options. The suggested option is to switch to Restock and Restock+ parts.
  16. It's not so much that there's a better place for this thread, it's that there's a better place for this discussion: The KAS thread, where the author and users will see it.
  17. That looks like what the license says. If you want to make your own parts to replace the originals, I'd say make it a new mod, dependent on this one.
  18. Yes and no... Alt-F11 will reload Module Manager's database. Possibly paired with an Alt-F12 to reload the main database. Between the two you can reload the parts in-game - and it will take as long as restarting. (Plus be slightly buggier than restarting.) I'd recommend a paired-down install with just stock, the K2, and Indicator Lights for your testing/development.
  19. Depends on the mod. Some have a systematic naming scheme which makes it easy - a simple glob and you're done.
  20. I think you can do this without, though it might require a small MM patch. Many mods will have their fuel cells to only fill EC to 95% or so - Set a part to open the cargo bay when EC falls below 50% or so, and another to close when it's above 96%. The EC will fall when the solar isn't working, the fuel cells will fill to *almost* full, and when they actually fill it means the solar is working again. (Note that the point of having the fuel cells only fill to 95% is because it means that they automatically shut down if there's enough solar...)
  21. These got broken in a semi-recent KAS update. I believe there's a PR in to get them fixed, but it will have to wait until MKS gets a new release. In the meantime, Kerbal Planetary Base Systems has similar tubes that are working with the new KAS, which you could use instead.
  22. Can't, as far as I'm aware. Best way would be to make PatchManager patches, that are mutually exclusive.
  23. Sounds like it's working as intended then. It is a config thing, and you need it for both or neither - but the idea was that the pod only needed enough EC to freeze you. The rescue ship supplies the power to unfreeze.
  24. I've seen this same issue recently. I have DockingAlignment, RCS balancer, and was using MechJeb to dock. I was seeing it with my docking adaptor probes, which I've posted a picture of earlier and have used quite a bit over time. (I also was noticing it with the linear docking probe on the same vessels.) I noticed the issue didn't appear to be the rotation alignment. I could sit there and watch the two models overlap as they bounced, and they were perfectly aligned - what appeared to be the problem was the bounce itself: The ports would only dock if they were the correct distance away from each other and moving below a certain relative velocity, and they bounced past that point moving to quickly. Using RCS to quell the bounce helped, but wasn't an instant solution - but as long as the ports weren't drifting away from each other I could wait and eventually they'd dock.
  25. I'll admit I haven't tried it in a while - but the problem last I saw wasn't on REKT's side. A code change in Deepfreeze had meant that the EC was just wasted that way, as Deepfreeze wouldn't use it - it had to grab the entire EC out of storage in one moment. (That is - there actually had to be battery capacity larger than the Deepfreeze startup cost, it couldn't take it over time.)
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