DStaal
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[1.12.x] Achievements Updated - Dependencies updated 11/30/2020
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
The 1.10.0.3 update has fixed it for me. No clue on CKAN - I don't use it. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Technically you can't pull the part off at all - as the root part you can only pull other parts off of it... (So you detach the rest of the craft from the docking port, then attach the docking port to the craft.) I suspect you probably could do it with things still docked - but make sure you have a quicksave ready before you try. Personally, I'd undock first if I had the spare RCS.- 1,473 replies
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Decided to play around with Electric-powered engines recently - first probe is designed to help clean up Kerbin SOI: It's got about 10 seconds of battery power - almost always it needs to discharge a capacitor for each burn. However, it's got the thrust to deorbit any of my launch stacks fairly quickly, and has managed to do two missions so far, with fuel remaining. Based on that success, I decided to go Xenon for the new ScanSat scanners: This is just tricky to fly - the burn to Minmus emptied all 7 of the attached capacitors (some more than once...) and all the batteries, and EC flow management is half of flying it. However I'm having no other issues and it's something to do during the several-minute long burns. I'm considering sending one to Duna - it has the dV, but working out how to best split up the burn may be interesting. (Maybe do a gravity assist off the Mun into a high-Kerbin orbit, before waiting for the transfer window?)
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It already does that to an extent - and the question is how much higher should it spawn the craft? It will fall when released, which could cause the craft to shift position slightly as it lands, or the wheels to break if it falls to far. And we're noticing that the exact height of the surface changes depending on the settings in the game, so it's hard to guess what the height should be. Basically, there's trade-offs no matter which way the issue is solved. This issue could be avoided, but it would cause other issues. Which issues are worse depends on the player - and what settings you play with.
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
DStaal replied to JadeOfMaar's topic in KSP1 Mod Releases
MM throws a couple of errors for me: [LOG 19:36:30.284] Applying update OPT_Reconfig/OPT_WBI/@PART[OPTdropTank2]:NEEDS[Pathfinder] to OPT_Legacy/Parts/MiscParts/dropTank/dropTank2.cfg/PART[OPTdropTank2] [LOG 19:36:30.317] Applying update OPT_Reconfig/OPT_WBI/@PART[opt_powersphere1b]:NEEDS[Pathfinder] to OPT_Legacy/Parts/MiscParts/Power/OPT_PowerSphere1b.cfg/PART[opt_powersphere1b] [WRN 19:36:30.318] Cannot find key WBIVolume in PART [ERR 19:36:30.318] Error - Cannot parse variable search when inserting new key capacityFactor = #$../WBIVolume$ [LOG 19:36:30.329] Applying update OPT_Reconfig/OPT_WBI/@PART[opt_powersphere2]:NEEDS[Pathfinder] to OPT_Legacy/Parts/MiscParts/Power/OPT_PowerSphere2.cfg/PART[opt_powersphere2] [WRN 19:36:30.330] Cannot find key WBIVolume in PART [ERR 19:36:30.330] Error - Cannot parse variable search when inserting new key capacityFactor = #$../WBIVolume$ Let me know if you need the rest of the log - KSP is still loading. -
I'll admit I typically skip the low res scan, especially if I already have the high-res scanners unlocked. It's also the only one (aside from a surface scan/sample) that I think of as an incremental - So I don't do a biome scan and then a high res scan: I group scanners by altitude and send them up together. I think of them as 'biome scan, terrain scan, resources scan', with the new addition of 'image scan'. The one hint I'll have is that when you put the scanning satellite in orbit, check the scanning map to see it's track. The little ticks on the equator are where the scan will pass in the next several orbits over time - make sure they don't line up to closely, or you'll just be scanning the same area of the surface over and over.
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Blocker features in KSP2 -- what would stop you from playing it?
DStaal replied to a topic in Prelaunch KSP2 Discussion
Hab timers are renewable with just a few ships - just transfer your Kerbals around a bit. *Homesickeness* timers aren't renewable, but that's separate. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
DStaal replied to JadeOfMaar's topic in KSP1 Mod Releases
How dare he responsively find an issue and fix it! -
About the only thing you couldn't set up for this using EL and some configs would be restricting what you could build in the VAB. Sounds interesting - I look forward to seeing where you go with this.
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They did build a large-scale test model, and ran it using conventional explosives. I don't think there are any unknown technical issues they would have had scaling it up - some engineering issues, sure, but there's no real unknowns in the mix. (And it's got the thrust and ISP that you can solve problems with fairly mass-intensive solutions.)
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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
Not sure if there's tutorials with the latest version. You'll likely hit ones for the old KAS, mostly. (Though there are a couple in the OP.) The hose isn't an inventory item - it's a part. You have a connector on one vessel, and a winch/hose/towbar/etc on the other, and you can pull the cable/hose/bar from one to the other. Basically, instead of the connection hose just appearing out of nowhere, you now have a male and a female part for every connection. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DStaal replied to IgorZ's topic in KSP1 Mod Releases
Process has changed. You now need a socket and a winch/hose/towbar/etc to connect into the socket. From winch end, you can take the connector (there are shortcut keys, but it's in the PAW) and then walk over to the connector and attach it. (Again, using the PAW.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Have at it: https://github.com/UmbraSpaceIndustries/MKS/wiki (That wiki is all community-created.) -
Blocker features in KSP2 -- what would stop you from playing it?
DStaal replied to a topic in Prelaunch KSP2 Discussion
On the thoughts about forced MP: They said in one of the original interviews that one of their goals was to be able to play the game completely offline. (They have a couple of fans they interact with who work on cargo ships - with very limited Internet access. They want to make sure those fans can still play.) Now, it's possible they'll be overridden by someone higher up at the publisher, but at the very least that sounds like MP is an addon to the gameplay, not a core feature. -
For bases and space stations, mods to look at fall into two categories: Part mods, and System mods. System mods will add a whole layer of gameplay for bases and stations - but can be complex to get into. Part mods tend to just have parts. For part mods in those categories, I'd look at Stockalike Station Parts Redux, as well as any/all of the Near Future mods, and the Kerbal Planetary Base System. The two main system mods that I know of are MKS or Pathfinder. Note unless you know exactly what you're doing with mods, it's almost certainly *or* between the two of those - they each extend systems into the rest of the game, and do it in different ways. (They can be played with together if you're willing to put in the effort, but generally one or the other.)
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MechJeb is the mod for node execution - TCA technically will do it as well, but it's more convoluted and more focused on VTOL flight. As for good mods - what types of mods are you looking for? There's lots of good mods out there - some add UI, some add parts, some add life support, some add entire planet systems, etc. If we know what you're looking for, we can probably point you to a mod or ten that will do it. What game version do you have, and what version of mechjeb do you have? Whichever version of the game you have, there's almost certainly a version of MechJeb that will work with it. If you don't want to deal with versions, you might want to take a look at CKAN to be installing mods. I still feel it's important to understand how mods are installed as CKAN does occasionally mess up, but it's very rare these days.
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Mostly because MechJeb assumes you knew what you were doing when you picked a landing point - and then doesn't actually guarantee you'll land there, depending on how well your ship is designed. TCA doesn't assume the landing point is clear, and checks - but then may move you around a bit. Still, for a couple of rovers I've had, the difference between running out of fuel a km over the surface or running out of fuel a few meters over the surface has made a difference.
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Yep. I've done this all on the fly to-I've done it just by enabling TCA and the right modules on a ship in flight, and then using MechJeb to execute once or twice. (MechJeb's landing guidance typically needs less dV to land, in my experience.)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Regular drills get large bonuses with an experienced Kerbal operating them - and large penalties if there's no relevant Engineer or Miner around. So if you're setting up a base and have a place for Kerbal to man it, the regular drill will perform a lot better - but if there's no Kerbal in the ship, the Automated drills will perform better. I think there's some differences in logistics as well, but I can't remember off the top of my head - something like the Automated drills could push but not pull to planetary storage. (Which typically would take a Kerbal, as well.) The interface on this is a bit odd. `MetallicOre=>Water` means it's currently set to MetallicOre, and if you hit 'Next' it will switch to water. However, the change doesn't take affect until you actually swap separators - which costs resources in the field, and requires an Engineer. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I'm trying to remember if it affected this or not - it's been a while since I checked - but you might need to have one Kerbal in each ship to make sure they're in the network. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
DStaal replied to Nertea's topic in KSP1 Mod Releases
So it's probably all surface attachments instead of node attachments, which is likely why the CLS config doesn't allow it. (There are parts that allow passthrough with surface attachments, but it's rare - as it would be an odd thing in real life to be able to just punch a hole through the wall of a space ship and have that work well...) -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
DStaal replied to Nertea's topic in KSP1 Mod Releases
It's a nice mod - but it can get you into these situations. Somehow it's not registering the spaces as connected, and therefore not letting you transfer your Kerbals through it. It could be how something is attached, it could be that there isn't a config for some part - or since it's got docking ports, it could be that you haven't opened the hatches in the docking ports. Check if you've opened the hatches - if so, open them. Otherwise you can either disable CLS through it's interface temporarily, or permanently by removing it. Depending on the exact issue, you can sometimes fix it with KIS as well, by removing and re-attaching a part. But my guess is that you haven't opened the hatches in the docking ports. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
DStaal replied to Nertea's topic in KSP1 Mod Releases
Do you have the mod Connected Living Spaces installed?