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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
True... But stock manages it, as simply as writing an MM patch for a part. And I do feel it detracts from MKS that it can't support this stock feature. I have several custom classes I've written, and that I get just fine via rescue contracts which are fun little additions to the game (and to MKS), but you can't hire them, and that's entirely because of MKS. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I would disagree with that. Colonists and Kolonists have a very different skill set. Colonists can do a lot of things that Kolonists can't, and Kolonists help your efficiency grow a lot more than Colonists do. Both this mod and TRP-Hire hard-code their list of Kerbal classes into the mod. It's a limitation at this point. -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
DStaal replied to AndyMt's topic in KSP1 Mod Releases
Yes... I can't spell, and occasionally my spell checker doesn't help me. It may not be the most efficient, but I believe it's the way this mod does it... -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
DStaal replied to Qberticus's topic in KSP1 Mod Releases
Yes. It makes things so much easier to find... (Though I'm using it just fine as-is in 1.3.) -
I believe he wants to create parts, not just use parts others have created. Here's the link to the video, which has a link to the wiki in the description:
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
They weren't the same profile as the Kontainers. They were very close at least to perfectly octagonal. (And they were a size factor larger than NFC's oct-trusses.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
However, they don't match the form factors of *any* other parts at this point. There are other parts packs with EL parts - and there is still a patch to allow some of the MKS parts to operate as Survey Stations, so surveyed builds still work. -
Computer Upgrade for KSP - please help!
DStaal replied to hypervelocity's topic in KSP1 Mods Discussions
GPU, in my experience, doesn't make much affect at all. Even with lots of parts and lots of ships, it's very easy to render. Anything that's not an integrated GPU should be able to handle even the busiest scenes in KSP. (And I'm only saying not-integrated to keep the load out of the CPU.) The issue that'll slow you down is the physics interactions and such - which are CPU-bound, and single-threaded. Disk speed will definitely have an affect - but it'll mostly be in load times (both at the beginning of the game, and in scene load) and to help your paging times when you page out. RAM will help keep it from needing to page out, which will help lots of places. But yeah, CPU.- 26 replies
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
DStaal replied to AndyMt's topic in KSP1 Mod Releases
I think for a kOS script, you'd probably want the simple version of what this mod does: A certain time/height/speed after launch, turn a set amount. Keep engines on full until apoptosis is ~50 seconds away. (Or 20, or whatever you set.) Then reduce throttle and adjust it to keep it at that time away. Have a minimum throttle you can reduce to. Cut engines entirely when apoptosis reaches your desired orbital height. (Though you may want to keep the script running to account for drag.) -
[1.12.x] KEI - Kerbin Environmental Institute
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
Personal opinion: I'd be hesitant to go much beyond KSC with this, and *very* hesitant to go beyond surface/flying low. This mod is designed to emulate sending your science team out around the building to test out their instruments - a job which is both trivially easy and tedious to do in KSP. Adding anything beyond the 'trivially easy' should be weighed *very* carefully. On the other hand, cost for KSC science should be zero - doing it by hand, it's fairly trivial to recover your science vessel fully, which would refund your entire cost in career. So this shouldn't cost more than that. I would argue that costs (if implemented) should be based on distance from the KSC to the nearest example of that biome, if at all possible. I can currently unlock over a quarter of the CTT (and getting close to a half, I think) using just this mod. Be *very* careful making it more powerful. -
Computer Upgrade for KSP - please help!
DStaal replied to hypervelocity's topic in KSP1 Mods Discussions
RAM and a SSD instead of spinning hard drive. KSP isn't all that CPU-intensive (and barely touches the GPU), actually - but it is single-threaded, so multi-core doesn't help it much, and can quickly bog down. But RAM and a faster hard drive are probably the biggest things.- 26 replies
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LiquidFuel and Oxidizer how is called in commonResources.cfg
DStaal replied to emilb's topic in KSP1 Mods Discussions
That's going to be some extensive tweaks. I'm assuming you're going to need to edit every engine individually. I'd be checking out Module Manager and what it can do for you instead of editing the files directly. It'll save you a lot of time and headache.- 4 replies
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- oxidizer
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Suggestion for achievable Space Elevators and Skyhooks
DStaal replied to Periapse's topic in KSP1 Mods Discussions
It allows you to design a rocket normally, and then build it at a specialized facility anywhere in your KSP universe. To build it, you need a launchpad, a workshop, Engineers, and resources (RocketParts with just base EL). How much resources are required is dependent on the mass of the ship you're building. A launchpad is either a special part, or a surveyed site on the surface of a planet/moon along with a part that controls the survey. A workshop is a different special part (or parts - you can have more than one) that allows engineers to work. How fast you build is determined by the quality of your workshop(s), and the experience and stats of your Kerbals. If a ship is built with a launchpad, you can fill it with fuel/other resources upon launch. (You can't with a surveyed site - the vessel isn't connected to the build station. So you'd better think about how you're handling it then.) In terms of a pseudo-elevator, if you were to put a build station into KSO, and keep it filled with RocketParts via Hyperedit you could launch vessels from it every few days, depending on the size of the vessels. (I'm saying fill with hyperedit to make it different from just putting the station into KSO and supplying it normally as an orbital shipyard.) This is an interesting idea. The question would be how to balance it, and how (and what) to require for the hub. Note that you can't get into a geostationary orbit around Mun, for instance, because of the way the physics engine works in KSP. (It would require you orbit the Mun outside of the Mun's SOI.)- 7 replies
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- extraplanetary launchpads
- suggestion
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Are there any mods out there to help calculate extreme non-impulsive maneuvers? MechJeb, Astrogater, etc., all are very good at calculating impulse maneuvers, but for burns where the duration of the burn becomes a relevant factor, they don't do so well. (Basically: An impulse maneuver is when you can pretend the d/v is imparted in zero time, so the effect of the motion of the craft during the burn is irrelevant. Non-impulsive are longer burns, where the motion makes a difference in the amount and direction of the burn.) What I'd really like to see is something that could calculate when to start and how long to hold a spiral burn - where you hold the ship to prograde and burn for multiple orbits.) They aren't as efficient d/v wise, but the ability to run a larger probe on a small xenon engine can make up for that.
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[1.12.x] Toolbar Controller (for modders)
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks. I'll try to remember. (I hate having to merge folders to install mods - Macs don't support recursive folder merging very well.) -
Suggestion for achievable Space Elevators and Skyhooks
DStaal replied to Periapse's topic in KSP1 Mods Discussions
This one actually isn't a problem - the 'top' (I assume you mean geostationary hub - the actual 'top' of a space elevator would need to be even *further* out, as the center of mass needs to be at the hub) is after all in a geostationary *orbit*. So if you push a ship out of the hanger at that point, it'll be in a geostationary orbit as well, or at least close to one. If you actually went to the 'top' of the elevator, it'd be on an escape trajectory. But the practical aspect in the game is that the game physics doesn't allow for such a large structure easily. It'd need to essentially be part of the planet, I think. (And I'm not sure if that would work either.) You could imitate one by placing an EL dock in KSO and hyperediting building materials to it.- 7 replies
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- extraplanetary launchpads
- suggestion
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[1.12.x] Toolbar Controller (for modders)
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
Just to be clear: So this mod now uses the same folder as Blizzy's Toolbar? -
While I highly recommend KIS, I do feel I should mention that for *removing* parts from a ship, both MKS and Pathfinder have (different) systems that will allow Kerbals on EVA to disassemble individual parts (or possibly entire vessels) and turn a portion of their mass into useful resources. For simple removal, I find those to be better options than KIS, as the parts no longer exist.
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MechJeb.
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[1.12.x] Toolbar Controller (for modders)
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
Given the amount of toolbar-related bugs and work I've seen come up... I'm guessing this is going to go over well. -
For USI-LS, it's fairly easy to disable effects from EC and supplies, and then you're effectively just using the habitation mechanics on their own. I think there's a couple of mods that are slightly similar in effect. I think the closest is Kerbal Health.
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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's the 'MKS 'Tundra' Habitation Ring' - note that it's an inflatable part, so you'll only see it in it's deflated state in the part-pick. (And you'll either have to launch it inflated, or ship a *lot* of MaterialKits to inflate it.) -
Yes, it does.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
DStaal replied to RoverDude's topic in KSP1 Mod Releases
No problems here. Admittedly, I usually spin-stabilize these rockets and dump them at the apex of the flight. So there's motion pushing them away, and not much air resistance holding them on.