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DStaal

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Everything posted by DStaal

  1. 'Life Support' on these parts is usually the recycler - it reduces the amount of Supplies your Kerbals use.
  2. They use EC, so you may want to conserve power for parts of your mission - especially if you don't always fully crew something.
  3. It's that the old stock 'disappearing connection nodes' problem? I'll admit I haven't run into that in 1.3 yet.
  4. I don't know enough about the contracts system - and it would depend on whether it's a stock contract or using Contract Configurator as well. (I'm assuming you can't write contracts for stock in .cfg files - otherwise I don't see why Contract Configurator would exist.) I know a bit about it, but just superficial at this point.
  5. Quick comment: You're bundled version of MM is out of date. Probably not worth a new release - but for future reference.
  6. Hydrates is a variant water resource. With the right drills and converters you could turn it into water, and then into hydrogen (and oxygen). Hydrates itself is mostly used with MKS and USI-LS, I believe. Not sure what other parts can handle them.
  7. The only other place I go for really large batteries is NFC - use the octo-truss in mission support mode and they make pretty large batteries. (With some extra monoproplent stuffed in.) But I'm not sure EC follows the catch-up rules with the rest - I've never had things run out on physics load, as long as I had generation.
  8. Which leads to the extension: If you need them to last longer, pack some extra uranium. (And make sure you can transfer it over.)
  9. I like the concept - but rarely do I build to the TWR. More useful I think would be one that can scale to a specified d/v. (Then you can check engines to see which has the TWR you need.)
  10. I get the impression it partly depends on the writer of the contract how things are done - for something like 'needs a drill' it looks like it can be written as 'needs one of these specified parts' or it could be written as 'needs to have a part with a specified module'. (This just my impression.)
  11. That's a bit of a mis-representation. You do need to have the 930 m/s somehow - but it doesn't have to be via fuel. The point is that you need that much d/v to do that transfer, however you get it. Areobraking to get all or most of it is just another way to get the d/v. The total stays the same. (General point is right, but it just sounded wrong to me.)
  12. I wouldn't necessarily say DeepFreeze is too easy, depending on the settings. You can have it sensitive to EC and heat, as well as having to have the custom resource available at both ends. (And also of course note that you will need some control of some sort to unfreeze them - they can't unfreeze themselves...) But it's definitely going, 'ok, I don't want do deal with this set of challenges, so I'll deal with a different - and hopefully more straightforwad - set instead.' It's *easier* - at the price of needing resources/parts/mass that aren't going to be useful for anything else, and needing to be able to handle it's requirements for use. (Which can be fairly high - again, depending on your settings.) It's also slightly more science fiction than most of the USI suite - We're pretty sure it's possible in theory to freeze someone and bring them back afterwards, but we don't really know if it's possible in practice. (On the other hand, it's less fictional than the warp drive mod...)
  13. MOLE is nice - but it's parts are 1.875, not 1.25.
  14. I can see sending new colonists that way - you don't care if they go a bit nuts on the trip over, as long as they can adapt to your colony at the far end.
  15. Propulsion and Solar appear fine - I can find the .version file for them, and they've apparently got the right versions. It's just Electrical that was weird.
  16. There's an odd folder in the NFE package called 'versioning' that only has a .version file for DynamicBatteryStorage. I just dropped that file into the DynamicBatteryStorage folder.
  17. I don't think you're going to find many - that's basically saying you're looking for motorhomes that would fit in a motorcycle parking space.
  18. So it's not just me. (I was thinking maybe it was, because I had some email hangups of my own over the weekend.)
  19. The context is probably helpful. That's in '#LOC_KPBS.agency.desc' And I think he probably meant 'After spinning off the caravan branch' - The company used to make both caravans (mobile homes) and spaceships, but has separated into two businesses, this one being the larger/keeping the name/etc.
  20. Just those three mods? Docking - just like if you wanted to build a base using stock parts, docking port to docking port. Or have lots of Kerbals on hand to help lift things into place via KIS. (More Kerbals will help each other lift.) Again, just like with stock parts. There are other mods out there which can help with more permanent docking, or with helping lifting things into place, if you want. This mod just adds some nice parts. You appear to be thinking this mod will do something special with those corridors - it doesn't. They are just parts like any other. Attaching/detaching, assembly, etc. are all done exactly the same as with any other part.
  21. This mod adds no new mechanics to the game. Attaching corridors is exactly the same as attaching any other parts in stock. (Or KAS, in the case of the Flexible Corridor.)
  22. I don't think there's any options to create alarms on *background* events - you have to have the vessel focused to make an alarm for it. But there is an option to make an alarm for SOI changes automatically. So if you do a burn and end up with an SOI change in the future there will be an alarm for it.
  23. As has been said, EL support is present - but the parts (other than the Pioneers) are being phased out. If you don't like the EL parts, take a look at this part pack - it's basically dedicated EL replacement parts:
  24. For one-off small parts like that, I'd suggest looking at OSE Workshops. It lets you 'print' single items into KIS inventory - so if you've forgotten a solar panel or something, you can make one and attach it. You'll want an ISRU as well - something with Logistics hub ability. You'll want to keep track of machinery - things will loose efficiency as their machinery levels drop - but the 'automated' line has a large reserve store of machinery so they'll be good with only occasional service runs. (Note that you'll want an engineer on the service run - send them with the machinery, have them service the drill platform, and then bring them back.)
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