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DStaal
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Everything posted by DStaal
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[1.12.x] Near Future Technologies (September 6)
DStaal replied to Nertea's topic in KSP1 Mod Releases
Just to answer this question - I just double-checked all my craft in my current career game. I almost exclusively use the smallest sizes, with the 2.5m and the 1.25m being the most common. (In fact, my only use of the any other size of the 1.25m was in an early-game craft which was a quick modification of an existing craft to make it to Mun's SOI for some extra science - IIRC that craft was considered completely expendable and is currently marked as debris in an eccentric Kerbin orbit.) My use of the 3.75m has a been a bit better split between the shortest and the medium length - but that's mostly because of low sample size, as I rarely use them. Based on that, if Restock and Restock+ have something to replace, the only one that I'd really miss is the shortest 1.25m length. I use it both in small 1.25m craft, and in some lighter 2.5m craft, so it sees the widest use. (Though I haven't looked at the Restock part for the FL-R25, which is just slightly smaller capacity - as mentioned, I haven't tried Restock yet.) -
[1.12.x] Near Future Technologies (September 6)
DStaal replied to Nertea's topic in KSP1 Mod Releases
A: I prefer these to the normal tanks. (Though that is an option - if I could sort out which fuel switcher is working with my normal tanks at the moment... I run enough mods that it's not entirely stable, as they all try. If I stick to the basics, there's no problem.) B: Low-orbit service stages for me typically need ~300 dv or less for orbital maneuvers, and RCS for docking. Any engine and tank typically gets me the needed dv, but the monoprop lets me save on *also* having to carry monoprop for RCS. (Heck, the one common ship in my current career that's not using one of the monoprop tanks from this pack is using a service fuel tank from this pack - emptied of fuel and oxidizer, just using monoprop.) If I go out of near-Kerbin orbit it starts to make sense to use some other fuel again - and I tend to use either nuclear or ion engines then. (Landers get Lf/Ox engines again, typically.) I also tend to think of monoprop engines as more able to be restarted/reused in space, as a personal take on things without using Engine Ignitor. -
[1.12.x] Near Future Technologies (September 6)
DStaal replied to Nertea's topic in KSP1 Mod Releases
I use the 3.75m battery occasionally, since I don't know of any others. (If Restock+ has one I'll probably switch to that - been waiting a bit before trying Restock.) However - these I use on like every ship I build. My standard low-orbit service stage is monoprop, using these tanks and engines. I haven't seen any other monoprop tanks worth looking at. -
A comment on your Extras pack: You are aware that Karburundum is tweakable by default in current versions of CRP, yes? (Still costs a lot - and this only means you can ship it from Kerbin...)
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[1.12.x] The 0.35m SSR MicroSat and Airlaunch Vehicle
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
I was curious, so I was checking the whitelist - is it meant to be blank? -
This mod in particular I would think the better approach would be to conditionally switch models it's using instead of just whitelisting the Squad models. I'll probably work on a patch at some point - but I'm waiting a bit on ReStock as my main career has ~200 mods and I'd like others to shake the bugs out first...
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
DStaal replied to Shadowmage's topic in KSP1 Mod Releases
I just want to say thanks on this. I appreciate the intent of Textures Unlimited - but I dislike the look, and hate how it makes some parts nearly invisible even in direct sunlight. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
No. Only one, and it should be in the root of the GameData folder. (And the GameData folder should not contain any GameData folders...)- 3,523 replies
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
DStaal replied to IgorZ's topic in KSP1 Mod Releases
Seat inventory is the Kerbal's pockets, so yes, the Kerbal needs to be present. There are parts with independent inventory that don't need a Kerbal or even a command probe present to hold inventory. The various KIS containers like the ILC-18k Container or the ISC-6K Container are likely what you're looking for. -
A short list of mods that I know of that have some inflatable parts: MKS Pathfinder Stockalike Station Parts Redux Kerbal Planetary Base Systems (these are hard-sided expandable) I know there's others - There's at least one parts pack with Porkjet's old habitats, for instance, but those are off the top of my head.
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Pathfinder actually has a working one - for some definitions of 'working'.... (It can ship resources to vessels with a part to receive them with.)
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I don't believe any of the life support mods have any such parts themselves. However, that isn't a problem - all of them are supported by one or more parts packs which do have such parts. (Often the same part with different configs depending on what life support mod you have installed.) Not every parts pack supports every life support mod, but you can find a wide selection of parts for whichever mod you like - or pick a set of part mods you like and see which life support mods will work best.
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I don't necessarily think he was arguing that the mod itself should change model (and I'd argue against it, personally) - more he was writing a how-to if a player wanted to use the mod to create something more difficult for themselves. It's a sign of a good mod that it can be used this way, even if it's not the main focus/configuration of the mod.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
How many color variants are there on most stock parts? There are 15 systems in the stock solar system you could build one of these on... (And of course, that's only stock.) That'd be a lot of color variants, if it's all a manual process...- 3,523 replies
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Pro Props - Wearable items for your kerbals. Updated to KIS!
DStaal replied to Locob's topic in KSP1 Mod Releases
KIS did a revamp, and this might need to be updated for the new KIS. Not technically a KSP 1.6 problem, I believe - It's just that the KIS revamp was around the same time. -
I'll agree with all @JadeOfMaar has said. If you want to do it realistically without pushing the sci-fi envelope to warp drives or cryosleep.... Max your recyclers, and ship enough Fertilizer+Water to last you. (Max recycling takes water, but the way recyclers work in USI-LS you don't need the max for every Kerbal - just one to set the max for the ship, and then enough capacity using lesser recyclers to get that rate for the entire crew.) That will be less mass-intensive than shipping Supplies. (You might look at the ratio needed for not using the max recyclers - you'll save water, but need more Fertilizer.) This is the main problem to solve for intersteller travel. You can help avoid by using more fuel - but that's different mass, and longer burn times. There's a reason why most proposals for interstellar travel assume constant acceleration, with a flipover at the midway point.
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Yep. Your Kerbals will convert Supplies to Mulch, so to close the loop you need to reverse the conversion. Note that RoverDude as one of the guidelines of USI-LS does not support fully closed cycle LS. If you're following his guidelines, you'll need a small amount of Fertilizer with your Mulch to get the same amount of Supplies - so if you were to distribute a part that does 1:1 conversion, it will be extremely unbalanced. (And really makes the whole thing kinda pointless...) The way to fully off-world life-support in USI-LS is to mine Gypsum, Minerals, or Ore and convert that to Fertilizer. Recyclers of various efficiencies are also useful - they don't convert anything, but they reduce the amounts of Supplies your Kerbals consume per unit time. (By up to 90%, depending on the recycler.)
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Closed cycle under USI-LS just needs there to be 100% conversion between Mulch and Supplies.
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[1.12.x] Near Future Technologies (September 6)
DStaal replied to Nertea's topic in KSP1 Mod Releases
Sorry about that. I need to get a new SSL cert. -
Depending on why you want to do that - take a look at the following mods: (Which includes the ability to filter by manufacturer - look for 'Squad'.) (Which includes the ability to hide/show parts by mod - again, look for 'Squad'.)
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[1.12.x] Near Future Technologies (September 6)
DStaal replied to Nertea's topic in KSP1 Mod Releases
I just want to post one of my favorite NFC crafts - which has made my life *so* much simpler: Very simple in concept: An octo-core probe core (with a monoprop tank clipped into it's center - it fits exactly into the open area anyway), docking ports on each end, RCS, some extra batteries, and some storage docking on the sides. But now suddenly my refuel tanks for my space stations don't need to worry about balancing mass, RCS, power, etc. The launcher can have a probe core, and even be returnable with ease. All it's delivering is three parts: The refuel tank, with a docking port on either side. The launcher delivers it, then detaches, and lets two of these attach and dock back to the station. (One can then be undocked and used for something else, if needed.