

DStaal
Members-
Posts
4,001 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DStaal
-
'In place': https://en.wikipedia.org/wiki/In_situ Basically, using the resources on the planet they came from, instead of trying to ship them elsewhere, or trying to ship in resources. In this context, it means building with the resources already on the planet, instead of bringing everything with you. KPBS is just a parts pack - a very nice one, with parts built for use on the surface. (And for getting shipped to the surface, if that's how you want to do things.) It has support for EL built in, but it doesn't really change how bases are built in any way - it just adds some nice parts to do it with.
-
Both! All! USI's colonization pack adds quite a bit of depth to the game, plus a fair number of parts. Planetary Base Systems just adds parts, so they work together fine. (I even have an integration pack which helps them work together further.) Note that MKS (USI's colonization pack) comes with Ground Construction, an alternate for Extraplanetary Launchpads. (Though it's not quite as capable, as it requires a 'kit' shipped from Kerbin.) Also worth looking at in this context is Pathfinder (as well as DSEV) from WBI. Most of their colonization parts are inflatable, and field-configurable. Recent updates have added larger parts than MKS has, as well as a resource transfer system that means you don't have to actually *launch* your fuel from your mining base to your orbital colony... WBI's stuff works fairly well with USI's, depending on mode, though it isn't always fully balanced/optimized since Angel-125 focuses on his own mods.
-
[1.12.x] TRP-Hire (formerly KSI Hiring)
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
I believe it technically conflicts - but the functionally is the same (aside from the MKS version allowing MKS classes), so you aren't losing anything. -
Given that his flag for this is the USI flag, he's used MKS parts, is running USI-LS, and *none* of the USI mods are compatible with Kerbalism, I doubt he's going to be thinking about Kerbalism on this career. Also, he's got KerbalEngineer, which can give DeltaV as well as or better than MechJeb. (I use both myself - KE for DV readouts, MechJeb for some automation. Scott doesn't tend to use automation, so KE suits his needs just fine.)
- 51 replies
-
- 1
-
-
- scott manley
- galileo
-
(and 1 more)
Tagged with:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
If you're shipping up chutes via KAS, you can also ship up a couple of Twitch engines and a small fuel tank...- 3,523 replies
-
- geoscience
- colonization
-
(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
They also typically require MaterialKits (and EC?) to expand - sometimes quite a bit of MaterialKits. -
I like. I'm not sure Civilian Population was ever *fully* working, but the assets are great and it's nice to at least have them be usable in some fashion. I don't think they're likely to need dedicated MKS support beyond USI-LS - the intention was always these were 'civilian' parts, so they aren't likely to contain industrial workspaces, just living/recreational quarters.
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm looking forward to it. Hope my needed mods can get updated soon so I can transfer my save over. (I'm getting *really* tired of restarting every time KSP updates...)- 3,523 replies
-
- 1
-
-
- geoscience
- colonization
-
(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
Feel free. Note that I went a bit more complicated than most on the branching strategy: The 'active' branch with changes that need to be looked at is the 'feature/Industry-and-Efficiency' branch. 'Development' is basically a 'beta to release' branch, though it has a couple of changes I've made that aren't in the active branch. (Mostly minor packaging things which I've tweaked as needed.) Oh, and the 'Promo-Images' branch is basically a separate repository. -
[1.12.x] USI Core (Reactors and Kontainers)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
BTW: If you're interested, this is what I was trying to work on: https://github.com/DanStaal/KPBStoMKS/blob/Development/New_Parts/USI_Cargo_Switch.cfg The intent was to do all this calculation in-game, instead of trying to do it by hand or in a spreadsheet someplace. That same repository has some examples of it being used. What held me off was trying to get the math right for the fluids - I never could find a good set of ratios that would match what the current kontainers had. (Could of course be that the kontainers didn't all have the same ratios...) I'm pretty sure the fluids ratios aren't fully balanced even at the moment - I've been trying to tweak them based on some comments in the KPBStoMKS thread. -
[1.12.x] USI Core (Reactors and Kontainers)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I just wanted to mention I'm watching this with interest, as I had an old partly-completed project to centralize all of this, but held off as I couldn't get the volumes to ever agree with each other. Pay attention to the volumes of the gases in the different configurations Kontainers as well - the ratios in the spherical and the non-spherical don't match up either, last I checked. I was never sure if there was a systemic thought behind that (and what it might be) or not. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Compared to before, I'm probably semi-active. And one of these days I should finish up that pack - it's really at a 'needs a balance pass' point for the last stage. Anyway, there's a release in a working state and links here: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Here you go: https://www.youtube.com/watch?v=a0oqO3xbswk The video explains it, and there's a link in the description to the Google Spreadsheet. The above link is hidden in the wiki as well. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Don't do that. The point of the 'legacy' parts is so that you can upgrade to a new version of MKS without having old ships break. The intent is that you can then retire them, without losing your save. Eventually however the parts will be removed from the MKS download, and any ships built using your methods will break. Copy them over to a different folder and keep that around if you want to, but don't play tricks to get them to show and expect things to work going forward. EL parts were removed because EL didn't feel 'right' or realistic to RoverDude, and he wanted a better solution. GC is very close to what he was looking for, so he's fully supporting it. If you want to use EL, nothing in MKS prevents you from doing so, but there isn't going to be *dedicated* support for doing so in MKS. (There are community-supplied MM patches to provide basic support, but there aren't going to be parts dedicated to supporting it.) Looks weren't a concern - MKS had long hidden all of EL's own parts anyway. The fact that the form factor MKS's dedicated EL parts was in was retired was: Since the form factor was retired and dedicated support had been removed, no parts were made in the new form factor. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
That would require a serious rewrite of EL - in many ways EL doesn't really care about crafts, it cares about collections of parts. The resources needed is a sum of the resources needed for every part in the craft. Anyway, we're getting fairly off-topic here. I wanted to reply with the changing recipes idea because it was fairly close to on-topic, and wasn't something that was likely to ever get into an EL distribution. Now we're talking about changing the main function of EL, which if you wanted to try you'd have better luck on over in that thread. (Instead of this one where EL gets only second-class support: Ground Construction is the preferred method of offworld building in MKS.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
In theory it's possible, but it'd be a lot of work: You can specify a recipe on a per-part basis, but there isn't a way to specify based on anything but the part name. So if you were to go through and make a list of all the small/large parts, you could put the shorter list on dedicated recipes while you put the larger on generic recipes. Not something I'd ship as part of a mod - it's way to fiddly - but if you want to go to the work for your own use, go ahead. -
[1.3.1] Persistent Dynamic Pod Names release
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
No problem. And for your information: I don't actually use templates. They're more effort than I tend to go into on naming something. My usual use for this mod is when I send up a multi-mission ship that gets split apart over time - I'll name the control pods of each section so they all have real names once they're staged apart. -
[1.3.1] Persistent Dynamic Pod Names release
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
Honestly, that's my default way of upgrading. Trying to merge always seems to work poorly. (And that's not even counting macOS's poor support for merging in the first place.) There's a few mods which I try to remember need a bit extra work - Patchmanager comes to mind. But typically it's just 'delete & replace'. And occasionally re-do the settings when for some *$*$^*^ reason they're in the mod folder itself. -
[1.12.x] Near Future Technologies (September 6)
DStaal replied to Nertea's topic in KSP1 Mod Releases
Yep: It's bundled with NFC for a reason. It's a required dependency: It does the resource/mesh switching. -
KSP Interstellar Extended Support Thread
DStaal replied to FreeThinker's topic in KSP1 Mods Discussions
I would probably be helpful to post this in the thread relating to whichever mod supplies that part. (I don't recognize it...) -
Not sure if that's kosher either, actually. Both of them have share-alike licenses.
-
I'm not sure that's a good idea - those models are All Rights Reserved and CC-BY-SA-NC, respectively, from what I see. Neither will mix with your license. (Of course if you release as patches, with those mods as requirements, you're probably fine. But then of course the player will have multiple identical parts, with very different uses.)
-
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
DStaal replied to NecroBones's topic in KSP1 Mod Releases
I doubt this pack needs updating for 1.3.1. It's a straight parts pack, and as far as I know there weren't any changes in how parts were built. (Parts packs are usually immune from needing rework for every update, unless things like wheels or landing legs get worked on. What needs updates are mods that include code modules.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
As others have said: Not yet. But if you feel like creating one, linking it to the wiki would likely be appreciated... -
[1.9.x] RCS Build Aid Continued - New Dependencies
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
I checked in with SpaceDock this morning and saw this on the 'new mods' list. My first thought was 'Oh, linuxgurugamer has picked up a new mod!'. Glad to see this very useful tool is in good hands.