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DStaal

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Everything posted by DStaal

  1. Not precisely... Colonization can generate science (and funds, and boosts to mining/ISRU). Colonization is generated by having Kerbals living on or in orbit around the planet. The better your Colonization bonus, the faster the rewards are generated - even if the Kerbals are called home. So having Scientist Kerbals in place will get you more science passively, yes. But there's a couple of steps along the way, and some tweaks to it. (There's some part-based info, as well as differences between orbit and surface.)
  2. If you don't mind scaling just one part, you could create an MM patch that uses the `rescaleFactor` to scale up one of the current parts. I'll admit I tend to use a Kontainer from USI-Core if I want KIS storage in 3.75m, though they'll stand out in a build.
  3. What I do is have a few dedicated relay satellites that have antennas with both the local network and a network that connects back to Kerbin. (Often through a 'relay' network that's just for them - and ends with a couple of sats with high-power antennas around Kerbin that then have antennas that can connect to the ground stations.)
  4. A note for people waiting for the fix: Parts needed for the contract are written to the save file at contract acceptance. So any fix will only affect *future* contracts, not ones you've already accepted. (Unless you edit the save file.) I've seen this catch a few people out in the past.
  5. In this case, the quicksave was basically right before a quit - and the 30 minutes of play was docking one ship to a station, transferring some Kerbals, undocking a different ship, and then doing a couple of burns with an ion drive to send it on it's way. So a backup save and a the quicksave would likely be at about the same point.
  6. I've just had it happen to me twice in a row. The first time, I'd targeted a flag - no big issue, though it was annoying. The second time I reverted ~30 minutes of play to my last quicksave because otherwise Val, Bill, and Bob were going to be stranded.
  7. This mod used to have some wiggle room in the destination it drives to - it would be within a couple hundred meters, but not exact. Now it appears to be exact, which is throwing me off - I can't target another vessel and drive to it, as the rover will end up *inside* the targeted vessel...
  8. I’m having no problems (other than I haven't gotten any notification emails in months) the site's been responding quick for me, downloads are fine. Also in Firefox. (Mac, in case it matters.)
  9. The only one of Tyko's suggestions that would increase the total DV required is to raise the orbit - which will be partially offset by lowering the DV required for the transfer burn, but only partially. As for the periapsis kick - the ideal way to do it is to calculate the burn from TWP first, and then break that burn down into several pieces so that your final burn puts you on the same departure 'orbit' as the TWP burn would. There is a mod for that, though it hasn't been updated in a while and I haven't tried it recently. (It was also took a bit of experience to use, and know that your errors in your burns are going to mulitiply.)
  10. That's because the mod you linked to hasn't been carried over. It's a completely separate mod, that was built in support of Extraplanetary Launchpads.
  11. Also: There's several sets of wheels in this mod, and a couple of ways to deploy them. I remember I had trouble with using the standard animation deploy on Minmus, as it was fairly fast - so I switched to using the controller activated deploy, where you can control the speed.
  12. It's Kerbal Inventory System, not Interface. But yes, there are a few. EL is the biggest - you can build parts as stand-alone ships, and then attach them using KIS. More directly, take a look as OSE Workshop, which allows you to build individual parts directly into KIS storage - pull that out and you can build with that. And if you're interested in that type of building, take a look at Pathfinder, which is designed to let your Kerbals build bases using KIS. (And interoperates well with OSE Workshop.)
  13. I can even give you a decent in-world reason, if you want one: The solar panels will fail on a per-cell basis. Even a small damage to one cell will render the whole cell inoperable. As the interior of of the cargo bay doors, they're more likely to be damaged - so smaller cells will help maintain overall effectiveness. (And as the door to the cargo bay, the weight penalty of the extra wiring isn't as great.)
  14. Before you do - make sure it's actually needed. In most cases, the KIS code does a good job of calculating a reasonable volume. I know of a few mods that are designed to work with KIS, and implement ModuleKISItem on several parts. In this case, since the part changes volume quite dramatically when unfolded, and ModuleKISItem is only a static value (can't do both deployed and not-deployed, at least as far as I can see...) the KIS code actually does a *better* job than specifying it manually. The only issue is that it's read in the wrong state when pulled directly from the parts list in the VAB - but there's an easy if manual fix for that, and I know other parts which actively make use of being able to change their setup in the VAB for KIS. (Notably MKS and Pathfinder - which allow you to reconfigure parts in the VAB for free, then stow them in KIS containers.)
  15. I say keep them. The small cells look good, and there's plenty of mods with different-looking solar cells. These actually somewhat match, and there could be some manufacturing reason for the smaller cells, as it's a somewhat different use-case.
  16. CTT is a superset of the stock tech tree - do any of the parts in US2 need to be in a non-stock node?
  17. Honestly, I'd put it further up, if possible: You're not enabling/disabling the Version Override, you're enabling/disabling the Compatibility Override. Have it fully part of the header. But it at least immediately stands out now.
  18. It deals with *all* of the sections. Basically, until that button is pressed, nothing else in the UI (except the close button) has any meaning - it enables the compatibility override feature set, which is what that UI is dealing with.
  19. Looking strange is part of the point - it's important enough that it needs to stand out and be the first place you look, as the rest of the UI is basically redundant until you notice it. A separate window would also make sense.
  20. It took me a while to find it too. I’d put it at the top - separate from all the other buttons, so it draws your eye.
  21. Quite possibly. We'll need pics of your GameData and UmbraSpaceIndustries folders to find out. Note that Habtime isn't actually an MKS feature - it's from USI-LS, which is very well integrated into MKS (and the two are talked about here quite a bit, as usually people do have both) but is still a separate mod.
  22. I'm a bit ashamed to be asking this, but how do I transfer DepletedUranium? I know I can refuel a reactor by cooling it, then sending Kerbal on EVA, but I've decided to be a bit tricky in my current playthrough and I've set up a reprocessing plant in near-Kerbin orbit to offload used fuel and turn it back into something usable. (Since I've managed a decent nuclear/ion drive ferry to the moons...) However I can't figure out how to get the waste fuel into the Wirlygig. Is there a minimum amount that needs to be transferred? (I'm doing a test run after returning the ferry from a trip to Minmus. Total time on the reactor is around 1 hour, so there wasn't much fuel use.)
  23. Translating the screen's going to be unlikely - that's a texture, so it's a graphic file that doesn't get changed when you change the language setting in the game. I'm sure though that they'll be glad to have your help with the part names and descriptions.
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