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DStaal
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Everything posted by DStaal
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
It sounds to me like you're starting to notice one of the core simplifications of KSP: Nothing happens to any ship not in physics range. It's all simulated via catch-up when they enter physics range. It's hard to say exactly what's going on from what you've posted above, but my guess is rounding errors due to small storage. Physics catch-up is done in 6-hour blocks, and if you don't have the 6 hours of storage for every resource output/input, then things will overflow/shutdown (as appropriate) on the rest. The fix is to add more storage - preferably in large containers, to help prevent rounding errors. Of course, you could just be looking at the USI-LS supply panel - which will dutifully remember what the state was last time you looked at a ship, and count down based on that. It also won't update to the 'actual' numbers until you bring the ship back into physics range, but instead does a crude estimate. -
[1.12.x] TRP-Hire (formerly KSI Hiring)
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
IIRC (I like this mod, but play MKS, which doesn't work with it...), in science mode every Kerbal you hire will be five-star. Sounds like he's asking for a way to change that. -
He'll get to it. Note that bugging mod authors about updates is against forum rules. But if you want it faster, you could chime in on this thread:
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
Not a problem, I think. I was just watching and seeing what I figured was mis-communication over the issue of what was being attempted, and decided to give a short reply that I hoped with either clarify or be proven wrong. -
Loading. Just loading. How does one speed it up?
DStaal replied to Linventor's topic in KSP1 Mods Discussions
The only mod I know which is likely to help at all is Janitor's Closet: Use it to 'permaprune' any parts you don't see needing, and you'll speed up your load time by a tiny bit. More important I found is disk speed. Put KSP on a fast SSD and that will help more than anything else, for this issue.- 41 replies
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- loading
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
It sounds like he's trying to run the 1.4.1 version of the mod under 1.3.1, and it's not working. To which my response is: Yep. As expected. Don't do that. It's not expected to work. -
Note that this package has the plugin and folder named incorrectly - this means the KSP-AVC here doesn't supersede mini-AVC. Rename them without the 'E' that @N70 added and they work better.
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But it still works with the new version!
DStaal replied to Wolf Baginski's topic in KSP1 Mods Discussions
Honestly, I'd trust it a lot more under your guidance than his. -
But it still works with the new version!
DStaal replied to Wolf Baginski's topic in KSP1 Mods Discussions
I'm a little leery of it, I'll admit: It's a fairly new poster, and there's no link to any changes they may have made. Just to the original github repo, and a new mediafire download link. However, it does appear to mostly work. -
I'd say the reason you don't see many car mods is because wheels in KSP are atrocious, so driving is a pain.
- 13 replies
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- mod request
- rover
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
DStaal replied to DMagic's topic in KSP1 Mod Releases
Just as a quick note, the GOG version seems to match the Steam version, at least on this part. -
But it still works with the new version!
DStaal replied to Wolf Baginski's topic in KSP1 Mods Discussions
That would be KSP-AVC. (Instead of mini-AVC.) There's even an 'Extended' version around where someone's supporting it for 1.4.1. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Yes, you need EL to use those parts. 'Depreciated' means they're going away soon - and that you should avoid using them. It's best to use EL parts from other mods. Ground Construction is fully integrated - and currently requires DIY kits. Off-Kerbin building of DIY kits is still a work in progress. EL is still supported through patches allowing survey builds and EL workshops. (As well as a couple of deprecated parts that might still be around.) -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
DStaal replied to steedcrugeon's topic in KSP1 Mod Releases
Appears to work fine for me (didn't try any launches, just pulled them out in the VAB). Make sure you've got the updated KSPWheel and Retractable Lifting Surfaces mods installed. (And make sure to pull the RetractableLiftingSurface folder out of the SHED folder.) -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
DStaal replied to steedcrugeon's topic in KSP1 Mod Releases
Is it broken? (I haven't tried it myself, but I suspect it should mostly work - except for the Landertron integration, as I haven't seen that mod updated yet.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I'd argue that's a bad question. A better question is: 'What resources does the base I'm building need to be able to store?' Then look at what's the best way to be able to store it. Think about what you are doing, and what you need for that, instead of trying to guess what you need and then working backwards from there. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Take a look at that config. It is an MM script itself - they're really easy to write. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
You're using CTT. There's a config in GameData/PlanetaryBaseInc/ModSupport/Configs/CTT/KPBS_MM_CTT.cfg that's moving the lander to Aerospace Composites, that's what you'll need to edit. Or you can make your own personal MM script that applies afterwards which can move it as well. (Generally a better idea in the long run, as otherwise you need to remember all the edits you've made anytime you update anything.) (And I agree it's a bit of a weird spot for that engine in my opinion. Where were you thinking of putting it?) -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
From the mod author's point of view, that's probably *more* work than just doing a normal update. Wait. Stay in 1.3.1 for a bit if it bugs you. (Heck, I can't even download 1.4 yet, as it hasn't made it to GOG.)- 3,523 replies
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Quick guess: Are you building using ground stakes? You can't fill resources using ground stakes (survey builds) construction - so the sliders don't have any affect. If you build using a launchpad, you should still be able to fill using those sliders - but I don't believe MKS has any launchpads at the moment (maybe one, in a depreciated form factor), so you'd have to have it with some other parts pack - or the EL parts. (Which I know there's a patch to hide in MKS, though I can't remember if it's active by default.)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
This is normal. The drills to *not* produce when not in focus. (Nothing does...) You need to visit them periodically - they'll do a catch-up as if they had produced the entire time you were away. This might be normal... The more you accelerate time, the larger the intervals between when KSP calculates state. If you don't have enough battery to last the entire interval of the high timewarp, this could be the behavior - KSP could drain the batteries entirely before it calculates the PDU's transfers, leaving you out of power. Try adding batteries. Note that if ships are controlled by probe cores, when they're out of power they can't be controlled - which means you can't restart things. Combined with the above this could give you the 'it works until timewarp breaks it' - the timewarp runs you out of power, and without power you can't restart things to get power/production back.