

DStaal
Members-
Posts
4,001 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DStaal
-
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
DStaal replied to AndyMt's topic in KSP1 Mod Releases
You don't turn them off. They are how this mod works. What this mod does is turn the rocket, and adjust the throttle to hold the time to apoapsis - the flights 'highest point' - steady until that highest point reaches the desired orbit. The 'start' and 'finish' times are the amount of time at the start of the gravity turn and the end of the gravity turn, respectively. Typically you want them the same - but if you have rockets with particularly high or low TWR it might be worth adjusting them, or if you have solid rocket boosters you'll either want to adjust them or let them be automatically adjusted. All this mod does is start the turn, and adjust the throttle to keep the hold AP time steady to whatever is defined until the AP reaches the desired height. That's the entire launch algorithm. -
Something else on your station is generating heat (or had a lot of heat when you switched away...) and you don't have enough radiators.
-
Honestly, @4x4cheesecake's answer should be sticked at the top of the mod support forum. It's a repeated question, and that's a great answer.
-
Nah, there are three sexes and two sub-species. Historically, the square-head subspecies has been more prominent than the round-head, though the round-heads are starting to catch up, with their spokesperson Val leading the way.
-
I've often used OPM in the past, but I'm playing with Snarkiverse at the moment.
-
I know it's planned, but I can't remember if it's actually implemented here. At least one iteration of the Civilian Population mod has had this as well. (Though that mod has gone through more maintainers...)
-
[1.5] KOOSE mini reentry pod aka escape pod
DStaal replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Or the foam that hit the space shuttle's heat tiles... 'An urgent need to leave' only means you're out of lifesupport after all. It doesn't have to be big. -
[1.5] KOOSE mini reentry pod aka escape pod
DStaal replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Atomic Rockets has a good page on this: http://www.projectrho.com/public_html/rocket/emergency.php I wouldn't go so far as to say they don't make any sense - A large orbiting platform in low orbit around a habitable planet is useful after all. Having a supply of small escape craft if something goes wrong with the station makes sense - get to the surface if there's a problem in orbit. Sure. And on a large station with some permanent population, I can easily see not having normal reentry craft available for all of them, in which case augmenting that with some minimalistic escape pods makes sense. Note that's for a space station. For a ship - that has an engine, and is intended to *travel* places - they make no sense, unless you have ships that basically 'jump' between planetary orbits, somehow. (Or if you have some hybernation tech that's sufficiently small and robust - but you don't want to use it to put the crew to sleep during the journey.) -
It's not a bug - it's to prevent a worse situation. Machinery under MKS affects the efficiency of the part that has the machinery - so transferring it around without active intent leads to things like your habitation or your ISRU shutting down for no machinery, when the warehouse next to it just got filled. Note that there *is* a dedicated mechanic to transfer Machinery around under MKS: Maintenance. When your Engineer does maintenance on a part, either directly while on EVA or via being staffed in an appropriate workshop, the part will get filled with Machinery from nearby containers. (That have local warehousing enabled...) Note that this just fills the parts themselves, not the ship. (Maintenance will also transfer around Enriched Uranium.)
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
A good pic of the situation might allow someone to work out what's going on better as well. There's always unspoken assumptions about things otherwise. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
The supplies overview is simplistic, but in that case I think something else may be going on. Do you have a Kerbal on the base? (As mentioned, I think you need one to keep the lights on, as it were.) For Supplies in particular, it's likely that the overview isn't calculating in scavenging - so I'd assume it'd show them as no Supplies left, but not out of time in that case. (Assuming there's Supplies on the base, that is.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Yes - consider the where you place the Kerbal their 'workstation'. That's where they go during their on-duty shift - they can go anywhere within the local area when they're off-duty. So Habitation is pooled for all nearby vessels - you don't need a habitation module on every drill, if you have several in the area, you only need one bunkhouse. (Though the bunkhouse might need at least one Kerbal to be considered.) Supplies are even more open - Kerbals will actively go seeking supplies, even opening locked crates if they can't get them any other way. (What, you're going to starve just because you were told not to take a crowbar to that box of food?) For the rover and resource loads - there are a couple of exceptions to the 'always pull'. First off, Planetary Logistics is *both* push and pull - If you have the right containers and logistics set up, they'll push into PL for you when you go over half-full. Secondly, there's the manual logistics via the Kolonization dashboard. Since it's manual, it doesn't really count as either pull or push. -
Yes. To pull it out, you need a storage unit that will hold it, and a converter of some sort that uses it. (Also: due to the way the game works, nothing actually happens in the background. You have to visit a ship for it to pull anything - though it will then try to pull everything it's used since it was last visited.) I'd recommend you ask these questions in the MKS thread - oh, and there's a wiki that will answer some of them: https://github.com/UmbraSpaceIndustries/MKS/wiki
-
How to Stop a Resource from Spawning?
DStaal replied to fenderzilla's topic in KSP1 Mods Discussions
This is a fairly specialized topic - I'd take it over to the CRP thread, as they'll know how it works. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
I posted this over in the Universal Storage II thread, but I like this ship, and it's mostly MOLE: The Interstage Service Compartment is nearly an exact fit for the hexacore under US II. That ship has enough DV to make it to the Mun (though not to return, if you actually orbit), and has storage for supplies and equipment. (I could give it more DV by dropping some of the storage, or the massive battery, of course.) It's my new trainer. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
DStaal replied to Paul Kingtiger's topic in KSP1 Mod Releases
In the meantime, the Interstage Service Compartment from MOLE is an almost perfect fit: (Some of the wedges clip a bit with the doors closed - notably the fuel wedge.)- 1,555 replies
-
- 4
-
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Another option besides removing the files manually is to use PatchManager - all the configs for this are set up to be easily accessible via that as well. There are actually four patches - one that adds EL productivity to appropriate MKS classes, one that adds EL build compatibility to MKS parts, one that *removes* the standard EL parts (disabled by default) and one that changes the EL recipes to use MKS-style resources. At the moment the patch that adds EL build compatibility to MKS parts is out of date, and doesn't do anything useful. Off the top of my head, I'm not sure about the one that adds EL productivity to MKS classes. (It won't be causing you issues, but I'm not sure if it's useful either.) The patch that is likely causing you issues is the one that changes the EL recipes - that the one here: GameData/UmbraSpaceIndustries/MKS/Patches/PatchManager/ActiveMMPatches/MKS_EL_Resources.cfg -
Nice! One request, as someone who can't build spaceplanes and might use this to learn - could you label your axis in the graphs? I'm sure they're the standard axis - but I have no idea what the standard axis are for these types of graphs.
- 201 replies
-
- 1
-
-
- wind tunnel
- spaceplane
-
(and 3 more)
Tagged with:
-
MKS's support for EL is out of date. There is a PR in to update it, but it's not a priority that would trigger an update on it's own, so it will likely be rolled into the next update. (If you want to go in and edit the current patch with the new names for the EL modules, it wouldn't be hard.)
-
[WIP] mini reentry pod aka escape pod
DStaal replied to TiktaalikDreaming's topic in KSP1 Mod Development
REKT has modeled-in Indicator Lights support, so you shouldn't need a new patch. (That is: The lights are built-in, not patched on, and there's a patch to enable.) -
I figure they didn't think they needed to mention it - after all, you've got some Kerbal stranded without even RCS, obviously *something* happened. Besides, it was probably in the news. (Not that we get the news...) Not sure about Contract Configurator, but I think you could do it with Mission Builder.
-
And to add to that: There's actually even a reasonable argument for being given rescue contracts to parts without hatches. If a station or ship were to break up, I could see an astronought taking shelter wherever they could, and closing the bulkheads with whatever came to hand. Having them end up in a piece of the station that's without a 'real' exit would be realistic, and it's a realistic challenge to have to figure out how to get them out of there. (And even if it did have an exit, it many not have a space suit...) So, it's not a problem for Squad - none of their parts need it. It's only a problem with modded parts - and even then, it's only a problem if you believe it's a problem and not a challenge. It's fully appropriate to be a mod.
-
Sure - though you may want to alter some of the defaults. Which can be done in-game through the UI, or prior to starting a new game by editing a config file.
- 5,673 replies
-
- 1
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DStaal replied to DMagic's topic in KSP1 Mod Releases
Not even in the right-click menu? I thought I remembered it was. (I'll admit I don't harvest all possible science from that experiment regularly.)