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DStaal

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Everything posted by DStaal

  1. The current system basically has that, from what I understand: The trigger for sea-level to surface is largely vertical speed-dependent, so if you're staying at a relatively level altitude you won't trigger it.
  2. But it was less crowded for the Scientists, when they had it all to themselves while the pilot took their associate down to the surface...
  3. The closest to this I've seen is in the GravityTurn mod, which will vary the pitchover angle and speed over consecutive launches of the same craft and can produce a similar graph for your current launch. It doesn't do it as a simulation however, and will only show you the current launch. (And it's graph is less detailed.)
  4. I'd say: Timebomb, with a short fuse. KAS may need a recompile under KSP 1.7, so upgrading any base past 1.6.1 will not be possible - and I’m not sure if the KAS 1.2 converter scripts would work with flexotubes. My suggestion would be to use Tundra Trusses instead, personally. I’m not sure what RoverDude's plans are here - there are a couple of ways to handle the transition. Since KAS has shown video of WIP for a replacement, likely he's just waiting. There's also a couple of ways to hack the current system onto the current tubes. (Either by making two different tube parts, or by allowing each end to in theory have two tubes.) Until this fully shakes out, I’d be staying away from KAS-related parts in other mods. (This has also affected KPBS, Pathfinder, and SEP that I know of.)
  5. KAS has had a major redesign recently, which dropped the ports that the flexotube was based off of. They were made legacy in KAS 1.0, and dropped entirely in 1.2. The author of KAS is working on a replacement setup designed especially for crew tunnels, but it's not in place yet.
  6. Driving in KSP can get boring. Luckily this mod supports Bon Voyage:
  7. I don't think any of this is intended to totally replace KER. There's a lot of info that KER can show - Squad's just bringing in the most common. BTW: I can now officially say that this mod came out three days before I was able to download the game update.
  8. Yes, and no. The port-to-port link option is gone, although there's talk of something replacing it in the future. The closest current replacement requires a spool of some sort on one end - the point being that the author of KAS didn't like the 'magical' cables appearing between ports - so the cable has to be someplace. (You could probably put a cable on each experiment I think...) This is all months old at this point - the older ports (with the links) were marked as legacy and depreciated. The most recent just dropped the legacy parts.
  9. I think you may be in the wrong place - this mod doesn't add any engines or change the balance of any parts. The most likely mod that has a Pug and Valiant engine that you're referring to is Missing History:
  10. Quick note since I saw this updated today: The update package includes (inside the 'NEBULA' folder) ModuleManager 3.1.1. That's a bit out of date.
  11. Last I checked, USI Planetary Logistics wasn't quite free either - there's a penalty loss of some of the resources with it.
  12. BTW: The centrifuges when in-physics but not part of the active vessel appear to throw about 40 exceptions a second. (I play with Exception Detector, since my long modlist tends to lead to conflicts. Entering a physics area with a WBI centrifuge immediately pops up a window.)
  13. There's an engine module for the Buffalo that can be used for landings, IIRC. I'd suggest getting TCA as well, to make things easier. (If I'm remembering wrong, take a look at the Feline Utility Rover - it's got some engines and fuel tanks designed for side-mounting, with the ability to decouple afterwards.)
  14. You might also be interested in Kessler Syndrome or Orbital Decay mods. Kessler Syndrome actually helps quite a bit with this - at a cost. It introduces a decay into the orbit of debris (in low orbit), so that they're eventually cleaned up. That 'eventually' is important however - while they're there, there's a random chance for an impact to destroy a random piece off of your ship, if it's in a similar orbit. Depending on the piece, that can be something which makes the mission a bit tougher, or completely strand you... I'll admit I edited the settings in my save file for it, as I think the defaults are a bit punishing. But it's worth a look:
  15. I did a quick test just to see - yes, these aren't really useful for separators. Upon staging separators disconnect everything, even radially attached parts. I hadn't noticed since I rarely use separators.
  16. I like it - but I'd say a separate, more expensive, part. Dual-axis tracking is very nice for some things, but is often overkill I find.
  17. I usually use decouplers instead - but I can attach things just fine radially to them. (And often attach one of these boxes.) Fairings are a special case - they get deleted quickly, and don't need this mod. But I have no issue with it blowing up an entire stage.
  18. I believe it somewhat affects Filter Extensions as well - You can create filters for 'by mod' and they're affected by this, IIRC. But other than those two, I don't believe it really affects any other mods that I know of.
  19. I disagree. That's a *short* list of mods - I have four times that many installed. Question though: Why is this list posted?
  20. I'm horrible at long-term maintenance on these things. It's why I support your Patreon. But if I get a chance to write that patch I'll send a PR. @aat - this mod has always used duplicate identical models. Why should installing ReStock change that?
  21. No signal delay. Antennas can only communicate with their constellation/frequency. (Satellites can have multiple antennas.) Frequency is set on a per-antenna basis, as is basically the same as constellation. (There are tools to set on a shipwide basis as well - but that just sets all the antenna.) Distance is by the antenna in question: Some have more power than others, but that's just stock. I'm sure there's videos out there explaining it. CommNet is more immersive than Stock, but less realistic than RemoteTech. (Which includes signal delay, and antenna orientation among other features.)
  22. I don't think any mods are needed - you can do that with stock just fine. (Turn off autostruts to make it easier.)
  23. I have yet to get Lisias' version to work for me. However, the Meiru release has worked decent for me (I still have one station that's wobbly - but it's a big station) https://github.com/linuxgurugamer/Kerbal-Joint-Reinforcement/releases/tag/3.3.3.2
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