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DStaal

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Everything posted by DStaal

  1. The Mk1a is the only one intended for use on worlds with air - it's designed to be used with a parachute for final landing. The Mk1n is designed for landing on airless worlds. (Which worked last I tried it - though you needed to cancel orbital velocity with something.) The one with the cryo tube is designed for deep space - you wait to be picked up, you don't land the pod. For EC - they're really only designed to have enough EC to land. If they don't have that with Snacks! installed, I'd create a compatibility patch for Snacks! which increases the EC. (And possibly for USI-LS.) But really, only the deep-space pods should need more than an hour of EC. If you're having issues with the retro-rockets, I'd bring that up in the Landertron thread, as the auto-fire feature is completely with that mod. (The pod should still work without Landertron IIRC - you just have to be able to fire the rocket for the suicide burn yourself...) On the EC front - I tried for a while to create some sort of solid-fuel fuel cell for the Cryo tube for the initial charge for the Deepfreeze function. Last I checked, it didn't work because Deepfreeze would only work if it could get the EC in one chunk. I reported that as a bug, I'm not sure if it's been addressed.
  2. The fun thing is that CommNetConstellation, BeaconCommNet (which I think is part of ESLD Jump Beacons) and ComfortableLanding all still *work*, at least last I checked... (FlightPlan and IONRCS, not so much.) I should also remove SEP, but I think I'd lose a couple of important rovers... There's a reason my save-game is called 'Bleeding Edge'. I'll see if the TCA update helps.
  3. Connected Living Space is a separate mod, so you can have SM without it. I know a couple of other mods that allow science transfer between their own parts, but nothing else that works generally. (Though note you can often collect all science in the ship to a science container. But it's always all or nothing.) While SM is a bit overkill for just this, on the other hand with the options turned down you can ignore pretty much everything else.
  4. You're welcome to take a look: http://magehandbook.com/owncloud/index.php/s/o7dkmHqn2To0CpK Here's a pic of probe in the same class. (The pic's old, and of a different probe - but the only design change I've made is to swap to stronger RCS.)
  5. One thing I just had trouble with: I docked a probe to an orbital kit (basically, a small tug) and it immediately lost control. The probe works fine normally, and operates with the internal antenna of the probe core. Docked to the orbital kit, it has no connection to Kerbin (from 420km Kerbin orbit), undocked and the probe immediately re-establishes connection.
  6. There is a way to have MM do a reload without restarting the game - but I've never found it helped much. It has to do a full reload, and by the time it's done that you might as well have restarted.
  7. Personally, I'm not sure I'd ever use the rest of the parts - but those RCS tanks and nozzles are awesome and useful.
  8. I tend to give these types of messages a pass - there really is no good way to conclusively say what versions of KSP a mod will be compatible with in the future, and no good way for an external program to say whether a mod is currently compatible other than asking it. The latest KSP-AVC has a good solution, I think. I take the ones by the mod itself more seriously - both because it has better ability to test what it needs, and because it also has the ability to disable itself if the test doesn't pass. (Which some mods have done.)
  9. True, but in comparison there's a theoretical model mismatch between what they were doing and what the new KAS was doing, while there isn't one here. It was a solvable mismatch, but it was there. (And yeah, I've been reading the stuff on EL. Haven't been testing that out, even with EL installed - AFAICT the latest EL still warns on startup that it's not comparable with 1.7.)
  10. There's a new mechanic, in that there's a 'source' and a 'destination' for connectors in all cases now - so mods that relied on being able to just plop a connector port on and connect it to any other connector port need a redesign. That covers SEP, WBI, MKS, KBPS - which all made heavy use of that. This mod basically has a replacement winch model. The winch barely even changed models in KAS, it just became the source of a new type of connection - I expect you could copy-paste the config from the new KAS winch and that would be it. (At least for that part.)
  11. Yeah, with KAS. Which just underwent a major overhaul - you could probably get it working again with a config change.
  12. Civilian Population had a feature like this, though I don't know if there's a working version at the moment. I know MKS has been talking about doing something like this, but I'm not sure if it's out yet. (And I'm pretty sure MKS violates the 'dramatically change the game in some other way' clause...)
  13. Which would make sense, as these parts are based on the 1.875m size, and the Mk2.5 is based on the 2.5m size...
  14. I do think you and Flat-Bottom Shuttle Systems should work together. (Same idea, in the 2.5m size, so a bit bigger.) Just watched the Kobattos review - grabbing now entirely for the small monoprop tanks. (I rarely fly shuttles - but I find lots of uses for small monoprop tanks.) (Just so you and @Starlord Kerman can compare notes.)
  15. Spacedock makes no assumptions. It just shows what the mod developer clicked at upload time. (Or what they clicked last time, for updates.)
  16. Well, about the only thing I know is that storage parts should have the following two modules to be part of the system: MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_ModuleRecycleBin } (Well, technically only the first for logistics - but people will expect anything that's one to be the other.) But I'm not sure what needs to happen to make something a consumer.
  17. I have a decent working knowledge, and there is one thing I'd check... But honestly, since this mode is dependency for MKS and MKS is heavily dependent on USI logistics, I'd pull in @RoverDude and get it right.
  18. PR Created. The default shell for macOS (or at least, the one I get...) appears to be `zsh`, though bash 3.2.57 is installed. (Latest macOS.) I was trying to modify the script to get it working, using different quoting - and realized I could solve the issue easier in Perl, which would avoid all the escaping/quoting issues. I did manage to get a version of the shell script to create the correct folders instead of 'Space' and 'Program', but was having issues from there.
  19. Try this: find ./ -type f -iname '*.cfg' -exec sed -i -e 's/ModuleResourceHarvester_USI/USI_Harvester/g' {} \;
  20. Check the right-click menu to make sure logistics is turned on on all storage parts, and check distances.
  21. OS X. The script should run either one though - it's all core Perl modules. (In theory it should work on Windows - if they have Perl installed.) If you want something more macOS-ish, I could probably do an AppleScript applet for it...
  22. No matter what I do, I can't quite seem to get the .sh script to actually work. Here's a Perl version: #!/usr/bin/env perl use warnings; use strict; use feature 'say'; use File::Path qw(make_path); use File::Copy; use File::Find; use Cwd; say "\n\n".'This batch file will copy the missing textures from the inaccessable Squad/zDeprecated directory for the SXTLT80 part, also known as the LV-T80 "Robin" Liquid Fuel Engine Press return to continue'; <STDIN>; my $todir = 'Squad/Command/Mk1-2Pod/'; make_path($todir); $todir = cwd()."/$todir"; find( sub { if (-f) { copy( $File::Find::name, $todir ) or die "Copy Failed: $!"; } }, ( cwd().'/../Squad/zDeprecated/Parts/Command/Mk1-2Pod/' ) ); (I thought of about four ways to structure a PR for this - I wasn't sure which would be good.)
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