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DStaal
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Everything posted by DStaal
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While that sounds interesting, I'm thinking it would actually be super annoying in practice. The problem is that it's the exact opposite order of when you need them: Early game you need the three main professions, to advance your space program. By late game you barely need any of the main professions, most of your Kerbals will be doing low-level work.
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[1.3.1] [EN | ES | DE] Action Group Manager Continued
DStaal replied to Alshain's topic in KSP1 Mod Releases
Looks interesting, and possibly a worth alternative to Action Groups Extended. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
The links don't work because USI mods have been moved to their own github repository, so the links need to be updated. There is no Karbonite thread (because of the accident earlier this year) so this thread is the best place to talk about Karbonite-only issues, and is de-facto the Karbonite thread. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Just don't change the cfg name of it if you can avoid it - that leads to breaking saves. -
I don't use it myself - but I believe like the USI mods it supports either stock or CTT.
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MKS (and USI-LS) doesn't have any tech nodes of it's own. It distributes it's parts through the normal tech nodes - or into the Community Tech Tree nodes, if you have that installed.
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[KSP 1.3.1] DockSafe - docking safety override system (2017-10-11)
DStaal replied to RealGecko's topic in KSP1 Mod Releases
There are LFO RCS units out there. (And pretty powerful primary engines that are monoprop fueled.) I was actually thinking to ask for the near opposite: If there's a way where I can temporarily disable Docksafe during a particular maneuver. (I had a case where I needed the engines while docking, but couldn't start them.) -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
DStaal replied to Angelo Kerman's topic in KSP1 Mod Releases
It would need to be attached to the ship - anything in KIS storage is virtual, and not really there. Automated Science Sampler isn't a good idea with this mod; their basic mode of operation conflicts. With this you're supposed to need to return the experiment to Kerbin to get *anything.* You can transfer experiments in and out of the slots in flight. (Though you can transfer completed experiments only once.) I'm not sure if the BOW allows you to create experiments from Research Kits - I'm pretty sure the MOLE doesn't. The idea is that you load your supply ship up with experiments in the VAB, fly it up to your station, transfer the experiments over, run them, transfer them back to your supply ship, and then return them. (Or - of course - just return the whole lab.) Note that experiments have mass - and not all of them mass the same. You can also reconfigure the lab from a MOLE lab into a standard MPL lab (or back) if you want - even in flight. There are options for that to require specific skills and/or resources. -
[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'm playing around with a real career game while I wait for a few mods to be updated so I can transfer over my 1.2.2 game, and I just wanted to say this mod is a lifesaver. I normally play science mode and you tend to blow right past these parts in that mode, but in career they've gotten much more use - I'm not sure I've launched a single Kerbal in a pod that wasn't from this mod, and the Korona is the staple of my unmanned program. (Although it's not my most capable pod - but the shape, size, and associated parachutes make it worth it for anything that's going to be returning to Kerbin.) And of course I have a station contract in progress - so far two MOLE units, and a Biological Lab... (As well as two Brumbys, obviously.) -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
DStaal replied to Dewar's topic in KSP1 Mod Releases
I don't believe it needs to be - this is basically a parts+resources mod, which is all in .cfg files. The syntax for those hasn't changed, so unless someone wants to localize it the current version should be fine in 1.3. At least, I haven't noticed any major problems. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DStaal replied to stupid_chris's topic in KSP1 Mod Releases
So yep, missing something obvious... -
Kerbin Elcano Exploration Project - Epilogue
DStaal replied to Angelo Kerman's topic in KSP1 Mission Reports
I recognize that dish as one I recently visited: There's definitely something screwy with the ground there - I lost that rover, as it decided to get launched ~200m into the air when I switched to map view. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DStaal replied to stupid_chris's topic in KSP1 Mod Releases
Quick note: I'm messing around with a new install while waiting for a couple of mods to update to 1.3, and I notice that RealChute sets all parachutes to be 'category = none' - making them impossible to see in the VAB. Am I missing something obvious? Because I went quite a way into a career before realizing I had already unlocked some parachutes, but I just couldn't *access* them... -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Even for larger - because of the design of most of them, as simply scaling it up just leads to empty unusable space - the only logical scaling for most would be to scale length only, and only in set chucks. Which tweakscale can't do as far as I understand - and even if it could, would completely mess up the models. Basically, what you'd be talking about is welding the parts together with itself. Get the welding mod for that. Think about it: If you go down to your local trailer park, and were to double the size of one of the trailers, would the result be a usable living space? (Note I'm not talking about doing any redesigning - just scaling up one individual trailer.) -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Probably mostly because they are designed around the size of a Kerbal, so making them larger or smaller wouldn't make much sense... -
I'll admit I'm used to reloading the scene - with the MKS parts the nodes will exist, but the structure won't until it's attached and the scene is reloaded. But I'll admit I've built some pretty big bases with KIS: (Various different sized section sent up, constructed mostly via KIS, although there are a couple of docked joints.) (There's a small pod of a Pathfinder base just out of the scene to the right, but this base was built to exploit an MKS-only mechanic.)
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How about if I attach something to the1.25m in the VAB, then detach it on arrival (via KIS) and want to attach something to the 2.5m node? (Note: I've done a lot of this type of thing with the current MKS parts, which often have two/three nodes stacked over each other. I'm just wondering if you're doing something tricky to actually remove the nodes, or if it's just 'they aren't in use, so they won't get into play'.
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The latest version of toolbar appears to work for me under 1.3 (just starting to test things this morning). As a data point.
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Nice. On that 'trimmed in flight' note: Can you still use them to attach via KIS? Or will the configuration have to be set from launch?
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Well, the most common problem in MKS is figuring out where you're resource-starved. If I was going to distill it down like that, I'd probably want one light per bay, with two colors: Green for 'on and processing without issue', Red for 'On and has issue' and then off is for off. I can't think of any MKS parts with more than 3 bays off the top of my head (and my KPBStoMKS pack maxes out at 6). (Note by the way that there's no such thing as an 'empty' bay - every bay is always in *some* configuration, you can just switch which it is.) The player would then be able to right-click on that part in particular to see how it was configured, and what it was running out of. Other option would be to tie to efficiency - probably brighter is higher efficiency, as long as it's on. That might be able to cover 'has issues' as well - I'm not sure if 'out of resources' counts as 0% efficiency or if the two mechanics are unrelated. If they are related, then the dimmest lights would always be your limiter, and you could work out how to handle that. Main issue there is that efficiency has no upper bound that I know of in MKS... (It increases over time as your Kerbals colonize a planet/moon.) Anyway, this is all me just thinking out loud here. First I need to get my hands on a copy of KSP 1.3, finish the patch for the construction ports, and finish my KPBStoMKS patches. Then I can start thinking of more complicated things like this.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
DStaal replied to DMagic's topic in KSP1 Mod Releases
Haven't seen that before. Would you happen to have a pic of the station in question? I know occasionally KSP physics can get a bit weird, and cause phantom forces - though I haven't heard many instances lately. -
It's not hugely dynamic - All the player can change is which converter/harvester is active in which bay. Number of bays and types of converter/harvesters are baked into the cfg files. It's actually very simple to see in action: In the right-click menu, for each bay, you can select 'previous' or 'next' configuration, cycle through until you pick the one you want and then click 'reconfigure'. (Which pays the reconfig cost - so you don't have to pay it while you're cycling through.) But even if I could do it, I'm not entirely sure how I'd want to present it via lights.