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DStaal
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Everything posted by DStaal
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
For a part like this, the MK1 crew cabin solution would work: Have a crew hatch that's inaccessible if the part is actually attached to another part, under the attachment node. Then it's usable for rescues, but you don't have to change/mess up the design to work in space for one on the 'outer' surfaces.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
How early tech? Usual advice is either to try to bring a docking port and use KIS to attach it, or to grab with a CLAW. If you aren't using CLS, I think you could attach a small pipe via KIS as well. (With CLS that wouldn't help you, as you wouldn't be able to transfer the Kerbal through it.)- 3,523 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
As RoverDude said, you seem to be missing Firespitter. It should be in the MKS download, so I'd recommend grabbing that an re-installing. Otherwise you look mostly good. (Though your version of ModuleManager is out of date, and it'd be worth checking your installs of Kerbal Engineer and Alternate Resource Panel.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
If you don't see any options for it in the right-click menu in the VAB, show us your GameData and UmbraSpaceIndustries folders - you've got an install problem. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Pretty much. MKS makes it part of it's 'maintenance' mechanic - which can be done by an engineer (or correct MKS sub-class) on EVA or by an engineer (or subclass...) in a workshop, of which there are several available. The transfer can occur between ships, as long as they are within a certain distance of each other. (200m by default IIRC, and I think this can be extended some. But it's not the same as the logistics extensions.) You can transfer to/from active converters, and there's no level limits that I'm aware of. Yours (and NFE's) sound fine. I just wanted to know (and have it documented) what the actual procedure was, as I'm sure it'll come up. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Just to make clear: How does your nuclear fuels transfer mechanic work? (There are some differences between MKS and NFE on that already.) -
[1.3.1] [EN | ES | DE] Action Group Manager Continued
DStaal replied to Alshain's topic in KSP1 Mod Releases
As this doesn't link against MiniAVC in any way, and in fact runs completely fine without it, I'd hesitate to call this a 'derivative work'. They just happen to be shipped together. -
[1.3.1] [EN | ES | DE] Action Group Manager Continued
DStaal replied to Alshain's topic in KSP1 Mod Releases
I'm not a lawyer, but from my understanding you should be able to bundle several separate pieces of software together even if they have different licenses, as long as you comply with each license and they are separate pieces bundled together, not one piece of software. (Also, I don't see any of Toolbar Continued actually in the package - though oddly the package *does* contain the license information for it.) -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
I was going to suggest to embed it in the center of the table.- 3,523 replies
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
It's actually very unlikely that Ore would be soil like - soil is primarily decomposed plants and animals, not rock. Only a very few organisms (many not exactly plants in the first place, or at least not *only* plants) can live on bare rock. Ore, in this context, is likely whatever rock formation contains a high percentage of the minerals needed - which may well be *higher* than most soil. -
The MaterialKits/SpecializedParts breakdown actually originally came from *this* mod, and MKS adopted it.
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You should still be able to get out by clicking on the hatch, or via the right-click menu - for the latter I think it's an option once you hit 'transfer'. (The button on the portrait's the easiest way, but not the *only* way.)
- 19 replies
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- industries
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No problem. Thanks for the PR. Am I correct the issue you're trying to solve is that the parts don't have the same fuel capacity as their pure KPBS equivalents? If so, I see your point, but I think that's probably the wrong solution - we've likely got *all* of the contents undersized... (CRP resources all standardized on what '1 unit' means - but base KSP resources aren't standardized. Looks like I've made the dumb mistake of not compensating for that on the initial creation of these parts, while still compensating on the calculations, meaning everything's too small.)
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DERP pods can't be accessed directly via CLS - their engine is in the way. Basically, they're a low-tech design, where the escape pod is simply bolted to the outside of the ship - you need to exit the ship to get into the pod. (If you want escape pods that are accessible via CLS, take a look at REKT. They are bigger and heavier, but are designed to have a direct-access hatch.)
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Both GitHub and Spacedock allow downloading previous versions. On Spacedock, click the 'changelog' and scroll down to see each version. On GitHub from the releases page you only need to scroll down.* * Well, with the way Nils277 has set it up. Some authors will link to a specific release on GitHub, from which it would take a couple more clicks. -
[1.3] Contract Pack: Bases and Stations Continued 6.7.0.0 - 24/06/17
DStaal replied to LemonSkin's topic in KSP1 Mod Releases
The answer to that is a complicated 'maybe-probably not'. KSP does try to keep track of what the pieces are of a series of docked ships, and will try to keep them having the same names if you undock them later, which would mean 'no', if that's the original section. However, having multiple pieces docked for long periods has been known to mess this up, which would mean 'could happen'. It depends a bit on how the ship was re-rooted internally when things have been docked, I believe... So: I would expect not.- 125 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
On the other hand, there are those of us who make a practice of reading the first post and the last page of the thread when checking out a mod. Better to support good behavior, even when it's not expected, then to assume only bad behavior. -
Pretty much see Snark's answer for RO - technically, this mod works fine with Real Fuels: It shows what burn time you need with the currently active engines, just like intended. However, as you point out, activating those engines is different than with stock KSP, so the result isn't what you want. 'Fixing' this would change the design intent of the mod, and is therefore unlikely to happen. So, practically, the mod doesn't really work well with Real Fuels.
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If you launched it as one piece, and then staged the return capsule what likely happened is that KSP saw it as staging away the habitation: That is, you're still in the same ship, it's just smaller now. So you don't reset habitation like you would if you entered a new ship, instead you keep your current time-in-ship. (I think having docked the return capsule might have helped - but if it'd been docked long enough it might not have.)
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
DStaal replied to Nils277's topic in KSP1 Mod Releases
Yep, the Lynx and the standard Clamp-O-Tron should dock together just fine. BTW: The way to check this yourself is to take a look at the .cfg file for the part. 'nodeType = size1' in the 'ModuleDockingNode' module means that it can dock with the standard Clamp-O-Tron. (And the smaller/larger have their own size.) If a part has some other random string in there it's custom, and likely will only dock to itself. (Or others from that part pack, at least.) -
Also worth looking at is something like Surface Experiment Package, Station Science, or MOLE. All of these offer more science, but make you put more effort into getting it. (Typically having to put something in place for a period of time, and possibly to have to return it.)
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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
Honestly, I've put exclusions in (since I use Contract Configurator) and avoid any WBI contracts, since I've seen similar a couple of times. I'm not sure I've ever seen one successfully complete: I figured that WBI science extensions are just to complex to work well with the contract system. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
DStaal replied to Nils277's topic in KSP1 Mod Releases
That looks more like a clipping issue than an ejection force issue, to me. (That is: I think you had something inside something else, and the moment they became separate ships they clipped through each other and KSP went nuts.)