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DStaal
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KSP2 Release Notes
Everything posted by DStaal
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DStaal replied to IgorZ's topic in KSP1 Mod Releases
I'll admit I've had that issue. In theory there are parts in the mod to help with that - I haven't always gotten them to work. Either way, the construction ports instead of docking ports will likely help. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DStaal replied to IgorZ's topic in KSP1 Mod Releases
Or check out the cranes that come with the mod. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DStaal replied to IgorZ's topic in KSP1 Mod Releases
The parts actually *have* ModuleKISPickup - but no ability to wield tools, and no storage. If you send sub-assemblies with Konstruction ports instead of docks, you'll be able to do without Bill in most cases... -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DStaal replied to IgorZ's topic in KSP1 Mod Releases
Check out Konstruction - if you use their docking ports, you can compress them and lock everything together when you're done. It also has some cranes/forklifts that can be built into rovers to put things together. (And if you have a Kerbal nearby can help them lift parts for KIS.) -
That was the main thrust - but I think UICore (which is mentioned, but doesn't appear to have a separate thread) was more of a UI framework.
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I believe RealGecko had a UI framework (as well as a reskin) that LinuxGuruGamer has taken over maint of. Here's the original thread (focused on the reskin...)
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I can see that being very complex - I typically use Ion drives in combination with NFE, for instance, which has 'capacitors' - high-density storage for EC, which limits on charge and discharge speed. Charging them while idle and then discharging them when the batteries get low during an Ion burn works very well, as long as you don't have burns to close together and size things correctly. Or I'll ramp-up the a nuclear reactor during the burn, and then bring it down to trickle afterwards. In short: It might be nice, but it'd require an easy override.
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[1.9.x] OSE Workshop Reworked - KIS Addon
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
Honestly, I ignore it. (And my current career doesn't even have MKS for a change...) I'd want to compare efficiency with the MKS chain if it were up to me: If the full chain was a better deal, I might leave it as a 'well, you could...' Otherwise, it might be worth a patch to disable in the presence of MKS. (Though the dirt converter would be fine, even with MKS - Dirt has trace amounts of every base resource under MKS.) If you're going to be launching it for the MaterialKits - just launch a container of MaterialKits. -
[1.9.x] OSE Workshop Reworked - KIS Addon
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
It was one of these 'it wasn't an exploit when it was first put in, and then the mod was on life support' things, I think. But yes, it's long been possible. -
I'm running a very heavily modded install, but this is specific to one station, as far as I can tell. I have one station where I can't transfer Kerbals out of the station core via stock means: If I try, I will get the error message 'This is the source part', and the transfer denied. This mostly happens when I'm trying to transfer out of the station into various docked ships - I can transfer the crew internally within that station, but any attempt to transfer them out of the station will dump them into that part instead. (If they aren't already in it. If they are, or the part is full, the transfer fails.) Attempting to transfer them out with Ship Manifest works - but duplicates the Kerbal, leaving them in *both* the station's part, and the ship I've transferred them to. The part (from Near Future) has no hatch so I can't EVA from it, however I can EVA from other parts on the station and transfer Kerbals that way. Here's a zip of a log: http://magehandbook.com/owncloud/index.php/s/soLycYV0lufemqa The log contains me trying a transfer using Ship Manifest, and then me launching a (slightly modified) version of the station, crewing it, and then trying to transfer in the new station - and failing.
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What is your favourite mod?
DStaal replied to Cheif Operations Director's topic in KSP1 Mods Discussions
Time for a classic: B I N G O Contract Configurator Take Command Kerbal Joint Reinforcement Waypoint Manager Visual Enhancements (Any) Realism Overhaul Blizzy's Toolbar Real Solar System Extraplanetary Launchpads Precise Node / Maneuver Kerbal Attachment / Inventory System Docking Port Alignment Indicator FREE SPACE (ModuleManager) Strategia RCS Build Aid Kerbal Engineer Transfer Window Planner MechJeb Kerbal Alarm Clock Procedural Anything Distant Object Enhancement Life Support (Any) Editor Extensions Anything ending in -atterer Better Burn Time -
Octosat actually has one that's a fairly reasonable size (it enlarges quite a bit when deployed). Not radially attachable, but there's a few radial attachment nodes around...
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Just a comment that the lead time doesn't always appear to be calculated correctly, however: I've got an ion-drive ship that's been fired with a lead time of 0s. (No lead - burn starts at the burn time.) I'll try to get a reasonably-sized log for you with it when I can. (My current log which would have it is of a very long KSP session.) In case it matters: The ship is using dual-mode ion-drives from the Tanteras pack, powered by a USI reactor using NFE mechanics.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
DStaal replied to Paul Kingtiger's topic in KSP1 Mod Releases
I just built a ship with one of the decoupler/SAS modules in a position where it was visible while still coupled, and want to say that I'm seriously impressed that you animated a part that will almost never be seen.- 1,555 replies
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Nope. I thought I'd remembered it'd been updated - but I hadn't been getting it to work for me. I reinstalled and I can now see the power conduits (which I wasn't before), so it was probably something in my install.
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I'm not sure this mod is fully compatible with the latest version of KAS. (Which changed up how those links work.)
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The most useful airbags I've found (mod says 1.4, still works fine in 1.6):
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I believe that mod partly depends on the Making History expansion however, so you're going to be stuck in 1.3.1.
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AVC just requires a .version file, which is a JSON text file with a few pieces of info: http://ksp.cybutek.net/miniavc/Documents/README.htm (You can also include MiniAVC, if you want - but if you don't, people using the full AVC will still have the check, as long as you have the version files in place.)
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Do you mean the rover's in that size, or the parts are? For the rover - check out the Karibou. It's 2.5m size, and has some rockets that will help greatly with any landing in that size. (Actually, check out the Feline Utility Rover as well - it's side-mounted rockets are very nice and flexible.) For the parts... a recent one that has some nice parts for delivering cargo is flat-bottomed shuttle systems.
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I would like to add that Bonus Eventus posted less than a month ago saying he was still working on this mod. (Admittedly, it was in a different thread.) https://forum.kerbalspaceprogram.com/index.php?/topic/181390-kerbodyne-landing-legs/
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JSI Advanced Transparent Pods is the closest thing to this I've seen in KSP. It's dependent on the part supporting it though. Could be interesting as a separate mod.
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I think a few pics of the craft in the various configurations would likely help a lot.