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DStaal
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Everything posted by DStaal
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NO! ':FOR' *creates* the mod, it's not a conditional. It should *never* be used by other mods who want to call a mod. It's main use is for things like the USI or WBI suites of mods, where multiple mods are in one folder, as it allows MM to reference those sub-mods that don't have either their own top-level folder or a .dll.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
If you really want something right now, Pathfinder has railguns that can shoot resources to orbit. (Or from orbit-to-orbit, or surface-to-surface. *Not* from orbit-to-surface.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
True - I just wanted to re-emphasize that part if they'd missed it. The only reason I can think of the klaw not working would be because of how KSP models it - I know it's a special case, and I don't know if that case is re-attached on physics load or if it's considered already attached. Either way it would work fine most of the time, but it's possible it could 'break' if you leave the area and come back, depending on how KSP handles it. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
There's an issue where water in particular doesn't flow through flex-o-tubes - it's a bug. Not sure who's responsibility it is. I also know the flex-o-tube (and the KAS pipe it's based on) has a bad habit of occasionally breaking on scene load. It wouldn't surprise me if the claw occasionally does the same. I'd recommend bringing in a dock and attaching it (the dock) via KIS, and then docking the tanks, assuming you can't just attach the tanks via KIS. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
DStaal replied to Nils277's topic in KSP1 Mod Releases
A quick comment on that: RoverDude already thinks the logistics centers in MKS are too small. The correct size/part for a logistics center in Nils' mod collection is probably a fully-assembled *garage* from KPBS. In other words, it should be the place where rovers like this one come and dock with the base, are unloaded/loaded, and then sent out again. Really, there shouldn't be one in this form factor at all. These rovers aren't bases where the logistics centers coordinate rovers coming and going - they are the rovers which are coming and going. -
[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
DStaal replied to bsquiklehausen's topic in KSP1 Mod Releases
Actually, in the Taurus_Continued pack there is a CTT patch...- 786 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I don't know any direct way, however with KAC and KSP Alternate Resource Panel it's fairly simple: The resource panel has a 'time' mode, which will tell you how long until every resource will run out/fill (whichever way it's going) and you can set an alarm attached to the ship for that time. It's not perfect - and doesn't account for things like varying usage - but it'll do most of the time. Note of course that a strict Supplies can also be looked up in the USI-LS window in the Tracking station. (Though that won't include list things like greenhouses, I believe.) -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
DStaal replied to Dewar's topic in KSP1 Mod Releases
Nothing in this mod is likely to need updates. I haven't tested it myself in 1.3.1 (I have other mods - or something - that's keeping me in 1.3), but I would expect it to just work. No real instructions - you find a place to mine, you mine, you refine, you return what you've refined. All of these are stock mechanics - just being applied to a different resource. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Less parts helps - but also if you're using Kopernicus apparently that kills framerates on more complex scenes for some reason. Other than that, not much that I know of. Making extensive use of Planetary logistics (and therefore separating all the sub-parts of a colonization project into lots of small bases) is a good way to shrink part count in any local area. I've also once done similar with creative application of local logistics: I had a 'logistics hub' base with not much more than power and a logistics center, and then each sub-section of the base was ~2km away from that in some direction - so if I was just visiting for a short period I could visit one of the sub-sections and the only other part of the base within physics range was the logistics hub. If I'd been away for longer, a quick visit to the central hub would allow all to balance out, and then I could visit individual parts. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
You've missed something: MaterialKits are used (alone) for expanding inflatable structures and (I believe) for building with Ground Construction. So the progression is: Ship up your first parts of a base (either as one piece or as inflatables and MaterialKits - which can also be scavenged from excess parts), build with shipped & mined your next parts of the base (either as inflatables or via GC), and then build out from there with only local materials (not fully implemented yet - but can be done via EL). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Do you really? Or would just changing the amount of volume to store in to something unusably small be enough? (The latter is what Pathfinder does.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Talk to Angel-125. He's got a fair number of parts that dynamically change KIS volume. (Note there are a couple of limits apparent - it's only *volume* his parts change, not whether there is KIS inventory at all or number of KIS slots. So quite often if you look at these parts in non-KIS mode there's 20 slots for KIS items and 1 liter of KIS storage.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Well, if that's the case then you'll just need to work on how to get close. I know it's from the center of the craft, and I was *fairly* sure that works for both - but if it's not, then it's a standard KSP 'interaction range' which there may not be a setting for. ------ On the whole failures/efficiency thing: I like the idea of some resource (replacement parts or machinery), with a buffer - above say 50%, you get full efficiency. Below that it steadily decays towards full shutdown. Throw up an alert when you hit the switch point - either on scene load or during normal flight. The buffer could be various sizes for 'automated' vs. 'non-automated', if you want. Either way, it gives a fairly simple experience I think: Deployed with full resources, it will work as intended for a while with no other interaction. Past some point you need interaction to maintain operation - but there's no random guesswork of when, and you *can* leave it for a while without needing advanced math to compute the output. You aren't punished unduly for forgetting about it, you can just repair back into working order, or even partial working order. If people want failures, there's DangIt, Baris, etc. This is more about normal wear&tear. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
This is technically either a KIS issue or just a KSP one - you need to be within the KIS grab distance of the *center* of the container to grab something out of it on EVA. By default that's 3m, so you have to be within that range. The 5m KIS container obviously will give you trouble with that. It can be done by walking up to the side (not the end) in the middle, in my experience. You can also adjust what that distance is using the settings config file in KIS. (I haven't tried, but you might also be able to work around it by using one of the Konstruction parts with a large grab distance...) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
And NEEDS[USILifeSupport] for USI-LS DLL detection. That covers the major two, though most (if not all) of the other USI mods are also individually selectable via either DLL or they have a FOR. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Very few mods are really incompatible with each other in KSP. Some don't make sense together, but in general unless there's a specific warning you can assume two mods will co-exist. Note there *is* a specific warning for trying to combine MKS (or USI-LS) and Kerbalisim. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Still unclear on what you mean by 'works with' - but yes, many MKS parts have KIS inventory and the Konstruction parts even work as KIS helpers. Many of the 'Ranger' line of parts are designed to be deployed via KIS as well. -
Consequence of always using the same UI.
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Everyone does. It's intentional - unlike when building using launchpads you aren't connected to the ship doing the building, so it can't transfer over any resources. Various solutions include KAS, local logistics transfer via MKS or Pathfinder, etc. (Or - since it only applies to building on the ground - building using Ground Construction, which does allow you to transfer resources.)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I'll admit I was more thinking it sounds/feels very similar, and that RoverDude might find the discussions on which problems they had and how they overcame them useful. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I have to say: This new version of the wear mechanic sounds a lot like BARIS. -
On the other hand, nodes like 'Unified field theory', 'quantum reactions' and 'ultra-high energy physics' make sense as FTL nodes to me, and already exist...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
That's a slight misreading of the Wiki. You can set up the 'Agriculture Support Module' to convert hydrates into water, not the 'Agricultural Module'. Different parts. That said, you might also check the MPU's - depending on what mods you have installed, they might be able to convert Ore directly into LH+Oxidiser, bypassing the water step. -
[1.9.x] NEBULA EVA Handrails Continued
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
I've done it using just arrows. (Though not recently.) Works best at the ends, and is a bit fiddly. But this is all standard KSP ladder stuff, nothing particularly specific to this mod. -
As a user of a lot of mods, but unlikely to use this one... That just sounds like a support hassle for everyone. Worst affected are probably people who build 'generic' LS parts which get put in those nodes, who now will have to do things like 'If CTT, but not IFI' in support patches. Can you describe what you feel CTT doesn't do correctly? Maybe you have a better solution, and CTT can adapt some/all of it for a more universal approach.