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DStaal
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Everything posted by DStaal
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My understanding is that for Unity games - like KSP - .dds is *always* the smallest in use... because everything else will be converted to .dds internally. So for anything else, you're just making the game engine store two versions.
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[1.9.x] KERBAL MEDALS (for FINAL FRONTIER)
DStaal replied to Daniel Prates's topic in KSP1 Mod Releases
This mod doesn't actually interact with the game at all - it's just a set of files for Final Frontier. Until and unless FF changes it's config layout it's always going to be compatable. -
Removing USI Kolonization bugs Astronaut Complex out
DStaal replied to Salticus's topic in KSP1 Mods Discussions
Thanks for trying. I wonder if you could have just grabbed the traits file from MKS and had it work. (Without TRP-Hire.) -
What might be realistic - if you wanted to get this complex - is something like the CDL 4-clock system, or at least parts of it. For those who've never used it it, it has the following: * Amount of time driving today. Can be started/stopped, resets daily. * Amount of time on duty today. (You're on duty doing things like checking the status of the truck, or monitoring loading/unloading, or filling out paperwork. This clock is longer than the previous.) Can be started/stopped, resets daily. * Amount of time since you went on duty today. Resets daily, *can't* be stopped. (So if you drive an hour to the yard, and then sit all day they can't make you then drive 8 hours.) * Amount of time on duty this week. Can be reset or rolls off. The resets are the interesting part of this: The 'resets daily' means it resets with 8-hours continuous off. Those can be at any time, but have to be solid blocks. The duty this week can be reset by a continuous amount of hours off (basically two days) - however it only counts how many hours in the past 7 days. If you don't do full days, you can keep the total hours in the last seven days low, and keep working every day. If you do do full days, you'll have to take the weekend off. Anyway, it might be another way to deal with overtime: Have a bank of hours that they'll assume to have depleted to a certain level, and if you go overtime you deplete further. Give your Kerbals shorter normal shifts, and they'll be more willing to work overtime - but you can't pull overtime all the time either, or they'll go off for longer periods. Maybe allow shift length on a per-Kerbal or per-ship basis?
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Removing USI Kolonization bugs Astronaut Complex out
DStaal replied to Salticus's topic in KSP1 Mods Discussions
Try installing this mod - RoverDude uses an excerpt of it in MKS. If it works with this mod, then try removing this mod again and seeing if that helps. (If not - at least you've got a slightly more configurable version not tied to the rest of MKS.) -
Take a look at MKS, actually - it has a fairly well developed (but fairly automatic) wear mechanic: Many parts need maintenance over time, but an Engineer (or a subclass) can perform that maintenance using Machinery instead of new parts. Either it has to be done on EVA, or it can be done automatically if they're seated in a workshop. (Of which there are a couple of types.) This mostly doesn't extend to batteries and stock parts, though it could set to do so.
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Capsule lights don't use EC either. There used to be a mod for that, but it's broken since 1.5.x.
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It was piloted, no EC usage. (Unless you were actively using SAS or a Life-Support mod.)
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Multiuser, not Multiplayer aka: Massively Single-Player
DStaal replied to linuxgurugamer's topic in KSP1 Mods Discussions
This sounds like it'd be useful - but basically you'd need to have a short whitelist of mods that are confirmed not to interfere when added/removed from a save. Could be possible. On using a CKAN metapackage: Not everyone uses CKAN, though it might still be the best solution for this. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Check out Stockalike Station Parts. They have some storage units that can hold MKS resources that are in a wedge-like form factor. (Not quite the same as US - but you could build something similar using them.) -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
DStaal replied to K.Yeon's topic in KSP1 Mod Releases
I've been using the two together without much issue. I won't say for sure I haven't had any since I've mostly been doing shorter trips - from what I remember, the main problems were with people using Bon Voyage to do trips a significant percentage of the circumference of the planet they were on, and then the rover spawning in the wrong orientation. (That is: So it was flat to where the ground was when it started, not to level where it was now.) Worst case being if you went to the other side of the planet, the rover would spawn upside down. However, I believe I they worked together to get it fixed - and as I said, I haven't seen anything. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
You can usually recover them just as they start to sink, or you can wait for them to hit the bottom. (If they can - depending on the depth, in current versions of KSP some parts may not survive.) This may be a change in KSP's behavior in recent versions - they improved water/liquid/ocean support quite a bit in the last couple of versions, IIRC. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DStaal replied to IgorZ's topic in KSP1 Mod Releases
Easiest is probably to use the Superfluous Nodes mod and node-attach them, if there's a node nearby. Otherwise - working in space by hand is never as exact as working in a full assembly shop. -
Hmm. I wonder if this could be configurable easily - In this case it was a problem as none of the Kerbals could pilot or gather science, but that was basically bad luck. I mean, I'd be happy to start the game with four Colonists for instance. https://forum.kerbalspaceprogram.com/index.php?/topic/149488-14x-colonists/&
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You open the 'persistent.sfs' file for the save - brand-new it'll be pretty short - and find the line about science points and type in a bigger number. It's basically the same as f2 method, just using a text editor instead of the cheat menu.
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MKS doesn't replace your initial 4 kerbals - It allows other types to be recruited (and will let you pick which type to recruit a bit better). What it sounds like is happening is that the 'Replace Initial Crew' option gives you 4 random kerbals - which can get you into a position where you can't actually do anything, since you need a pilot to start. Note that the ability to add professions is part of stock KSP - MKS is one of very few mods that use it, but it's a smaller .cfg file than adding a part. (Or even creating a decent part duplicate.) I could likely recreate this with stock, this mod, and one extra file.
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Good "Spice of Life" mods for a Career Run
DStaal replied to Vahnskir's topic in KSP1 Mods Discussions
Near Future (All of them) are top-quality as well. Lithobrake Exploration Technologies - hasn't been updated, doesn't need to be. If you're even moderately interested in spaceplanes, OPT. Planetary Base Systems Feline Utility Rover Coatl Probes Plus if you like smaller. Just a few off the top of my head - these are pretty much all pure-parts mods, so no real changes to gameplay. (Near Future Electrical and Near Future Atomics have some mild additions.) -
Or start a new save, immediately quit, edit in the science points, and then reopen. (I've been known to do that.)
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No problem. It actually makes sense - once you realize that in most RCS blocks each thrust transform is pointing in a different direction. So each having their own thrust is perfectly logical...
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Can you double-check that? I know at one point in the VAB KSP would report a number for the RCS - but that number was per-thrust-transform. So a multi-nozzle would report the same number, but if all the nozzles were in the same direction that you'd get that number*number of nozzle.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
I kinda like it, as occasionally I remove a mod thinking I’m not using it, and it lets me know if I was using it, and on which ships. To remove the warning, load the ship, add a small part, remove the part (basically 'dirty' it's state), then save. Now the ship's been saved without the module in question, and you'll never get the error again for that ship. (At least as far as I can recall.) -
[1.12.5] Restock - Revamping KSP's art (August 28)
DStaal replied to Nertea's topic in KSP1 Mod Releases
You mean from working with ModuleManager 3.1.2 to 4.0.2? First off, this is the wrong thread to be asking that in - you should be asking in the ModuleManager thread. Secondly, there were no syntax changes between those two ModuleManager versions - there was just more error checking added, and some reordering of the loading for speed. In most cases there's nothing to convert. If you do see errors, consult the ModuleManager thread for how to report, fix, or better yet report a fix to the mod in question. -
[1.12.5] Restock - Revamping KSP's art (August 28)
DStaal replied to Nertea's topic in KSP1 Mod Releases
I believe they work like MM patches: Anywhere in any folder (or no folder) under GameData will work. For one-offs and personal use I maintain my own folder inside GameData, and I would probably put it there to keep it separate from official mod files. -
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
DStaal replied to NecroBones's topic in KSP1 Mod Releases
Works fine for me in 1.6.1 - parts mods typically work back ages, so you can generally assume older parts will work for quite a while. (Wheels and landing legs got reworked a few versions back, and areo got reworked in 1.0, but other than that even *really* old parts will generally work.) I haven't tried with Restock.