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DStaal
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Everything posted by DStaal
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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
I haven't done much with the trailer hitches yet in 1.3, but (like any docking port) you do have to move some distance away after undocking for them to reset. (Otherwise you'd never be able to undock and leave, as you'd just get pulled back together again.) Of course they do have the issue with trying to use docking ports on the surface of a planet - it works, but unless you are on absolutely level ground it can be hard to match angle, height, etc. for a successful dock. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
DStaal replied to Nils277's topic in KSP1 Mod Releases
That cylinder with fins would be the raw shape - you could always put one in a casing designed to fit into the rest of the rover. I can think of a couple ideas on how they'd look: As a wedge with radiator fins, or as a short-length segment where the cylinders (likely two) are encased in a protective cage of some sort - which keeps the profile, but lets heat through. As for why: This was being proposed as a thought instead of a nuclear reactor. A rover this size probably doesn't need the full power of a nuke - and the cooling would hard to set up - but a large RTG would be enough to keep it running without fuel for long periods (real world, or if you have a depletable RTG patch) on the night side of planets/moons, or on bodies in the outer solar system where solar doesn't provide enough power. Where a reactor would probably provide more power than the rover would need, a decently sized RTG is more likely going to be close to 'run normal operations and trickle charge the batteries for power bursts'. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
DStaal replied to Nils277's topic in KSP1 Mod Releases
RTG? Though I'm not sure exactly how much less OP that might be... -
[1.2.2, 1.3.1 only, replaced] OPT_USI v1.3.0
DStaal replied to JadeOfMaar's topic in KSP1 Mod Releases
No problem. And it's just a convention - mostly because USI-LS originally didn't add any parts, as so that was the only recycler available.- 30 replies
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[1.2.2, 1.3.1 only, replaced] OPT_USI v1.3.0
DStaal replied to JadeOfMaar's topic in KSP1 Mod Releases
Most science labs under USI-LS get low-end recyclers.- 30 replies
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[1.3+] Stockalike Station Parts Expansion [retired]
DStaal replied to Nertea's topic in KSP1 Mod Releases
Just wanted to come in to echo the docking module request - I would *love* to have a part that extends a docking clamp/node out a significant distance that isn't designed for spaceplanes. I have one or two that I pull to examine on just about every station I build, but I always end up putting them away since they are endcaps that extend sideways, so I can't either put them inline or attach them radially. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
I was more interested in the variety of modded-in professions I have, and which ones might have it. (I have the MKS ones, as well as a few I've written, and at least one other I've found around here.) But that answer covers it. Not sure whether I think it'd be a good idea to add your own skill for that or not. I'd be more flexible in how it's set up, but it also makes sense that the same guy who can repair wheels is the guy who can repair other parts. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
Plants I can answer off the top of my head: From a Greenhouse. There's one in the MOLE form factor, and one in the LDEF form factor. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
On repairing: Is that tied to the profession, or to some skill? (And is it a custom skill, or one of the base skills?) -
I doubt that particular idiom would even come up in an anime - it's more an old English idiom. Entertainment-wise, you're most likely to run across it in a romantic comedy.
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Yep. But that idiom's about the nervousness (and hesitation), not the excitement.
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That's usually the *opposite* of cold feet. (Cold feet means someone is nervous - doesn't want to move.)
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Just as a note on this: With the advent of PatchManager, I've submitted a reorganization of the MKS EL patches - which splits up the integration into several separate, independent parts. One of these parts is the conversion of the resource chain for EL upon installing MKS - so in theory there might be MKS players using RocketParts etc. in the future. (Though that's not the default.) Just wanted to be sure you were aware. You should be able to write a PatchManager patch that's dependent on the MKS patch, if you wanted.
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Any unlocked parts will still be unlocked - and will *also* be in their new locations under CTT. So a minor breakage, as you'll see some stuff twice in the tech tree. (And have some things unlocked that you might not in theory be supposed to have access to yet.) Other than that, things should be fine. In general KSP doesn't handle changing tech trees min-career very well, but the issues are pretty much cosmetic.
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2.6Ghz i7, 16GB Ram. (MacBook Pro w/Touchbar.) I'm running about ~160 mods, so is probable that there's some interaction. Often I wouldn't bring something like this up because of that - but since the last update was focused on it, I thought I might. It does only affect the Tracking Station, which I don't tend to use that often. (I tend to quick-jump via KAC alarms or BonVoyage.)
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Based on the OP - you likely don't have full coverage of the Mun yet, as four relay sats is considered the minimum. (This contract pack will ask for five, just to be sure.) So, it's not an issue - it's working as intended. You haven't fully set up the relay network for the Mun yet, so it'll keep giving you contracts until you do.
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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
Yep, that's one fix. Whether it's the best is the question - it then requires me to keep track of where the docking ports are placed, and update my configs if they get moved. (And if something else moves them they might not be moved as well.) I'm thinking if I put in :AFTER[PlanetarySurfaceStructures] on the creation nodes (the +PART line), then they'll get moved automatically in most cases. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Hmm. Looking things over - KPBS has a CTT config, which probably don't get applied to the construction variants. That's probably what's going on. (Now my question is what's the best fix...) -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Something's screwy there then - it should be available in the same node as the original. (I literally don't touch that.) -
[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 be clear: The KPBS form factor docking port is from the base mod. The construction version of it is from the integration pack. And KPBS by itself is balanced with regards to USI-LS - it's parts just don't have any use in the MKS system besides looking pretty. The integration pack aims to change that - though it's not fully finished. (I tend to work on things when they impact me, and my 1.3 career hasn't advanced to the point where I'm deploying KPBS parts...) -
[1.12.x] Near Future Technologies (September 6)
DStaal replied to Nertea's topic in KSP1 Mod Releases
I just want to point out that science experiments - good ones, at least - are a different kind of work than parts. Yes, there's a part - but that's really the least of the work. Most of it is in writing those descriptions and results for every biome and planet. Nertea obviously likes to model. I'm not so sure he likes to do that type of writing. I'm guessing the only way something like that would come from him would be in partnership with someone else who did the writing. -
Why do people scale down mods?
DStaal replied to Next_Star_Industries's topic in KSP1 Mods Discussions
Also, Kerbals are approximately half the size of humans. So scaling down vehicles designed for humans to kerbal-sizes can also make sense.