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DStaal
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Everything posted by DStaal
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Filter Extensions works fine with CCK, just to say. I would have said something long ago if it didn't.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
DStaal replied to Papa_Joe's topic in KSP1 Mod Releases
What OS are you on? It takes me less than a minute to track down a part usually, but mostly that's since I'm a sysadmin and know the tools. Depending on the OS, I may be able to show you a better way to do this. -
Quick thought: Can you check to make sure you have the latest (for 1.2.2) CCK installed? (Community Category Kit.)
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
DStaal replied to TriggerAu's topic in KSP1 Mod Releases
No it can't - however it's resolution in *time* to full is higher, and might be more helpful. -
Just wanted to echo this. I love the station parts - but I really don't care about the shuttle, and it does sometimes feel like the station parts get a back seat to the shuttle in this pack. That said, I'm using the current station parts pack with little issue under 1.2.2, so unless something broke with it in 1.3, I don't see a major problem.
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This is standard behavior after a version update with KSP. (Or really, a lot of things in the computer world...)
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[WIP] RCS size variants and new options
DStaal replied to TiktaalikDreaming's topic in KSP1 Mod Development
Yep, that's the one. Note from the part list: -
[WIP] RCS size variants and new options
DStaal replied to TiktaalikDreaming's topic in KSP1 Mod Development
Sorry, Mk2 Expansion. (Which I mostly keep for this part...) Here's a pic of the four variants it has: All the same part, using what looks like a Firespitter mesh switch. -
[WIP] RCS size variants and new options
DStaal replied to TiktaalikDreaming's topic in KSP1 Mod Development
OPT(?) has an RCS that's built like that - you can decide which nozzles it has during construction. Maybe they can donate some code? (I think it's OPT, I'm not sure off the top of my head.) -
Heh. So I'll actually have to get working on the next version of this. (As I knew that it was going to be dependent on the 1.3 version of KPBS at the very least.)
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Well, that's one I don't recognize. Given the date on that video, it's quite possible that it's a defunct mod. Maybe someone else will recognize it?
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The patch is included in MKS, last I checked. With it, *every* EL build uses MaterialKits and SpecializedParts - no matter which part is coordinating the building.
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Short version: Yes. Medium version: MKS changes the resource chain for EL, but building works fine. Long version: MKS is phasing out official support for EL, though there will very likely be user-provided patches to maintain at least some support. However, all that really means is that MKS no longer has dedicated EL parts, and any EL support for current parts will be maintained by someone other than RoverDude. (As well as the resource chain modification - any maintenance needed will be via PR's from users.)
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Hmm. Just as a double-check (though it shouldn't be necessary) could you try with SEP installed? (I'm dual-purposing one of the SEP-specific parts for one of them.) Otherwise, if you could get your log someplace where I could download it I can take a look.
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I typically start with d/v from here: Then I build a rocket which has at least that (as those are reasonable minimums, and the amount you need can vary depending on your launch profile). Whether I'm checking for atmosphere or vacuum d/v in a specific stage depends on the design of the rocket and my launch profile - in the 'simple case' of a single-stage-to-orbit with an atmosphere-optimized engine, I tend to use atmosphere d/v, but if I'm doing a more complex launch I may have a circlization stage where vacuum d/v (and thrust!) is more important.
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I know of five rover packs based on that design as inspiration. It might help to post a link or pic of the rover that you're asking about. (As I have no idea where to find this constellation recreation...)
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[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
DStaal replied to steedcrugeon's topic in KSP1 Mod Releases
A probably not-so-simple request for the OTAV - would it be possible to get some built-in RCS ports? It's very hard to balance RCS on it, and even harder to keep it looking moderately nice when you do. (And you typically need RCS to dock - and the OTAV has two dedicated docks for it.) -
No problem - that's actually a known issue, and the error is that there's a typo in CRP that means I can't refer to it correctly for one resource. There's a fix merged upstream, but I believe it hasn't been released yet. The error itself is fairly harmless, but annoying. If you want to fix it, change line 399 of CommunityResourcePack/CommonResources.cfg from 'cost = 0.00001' to 'unitCost = 0.00001'. (So that 'Rock' has a cost like every other resource in the pack.) If you're using the latest version of the patches, how well are the LS values working? They are designed to work against the patches we submitted upstream to KPBS (which also haven't been released) so I'm not sure how well they'll work without those changes.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
I'll echo this - you should be able to start a link from what I see there. Check KAS (maybe reinstall it from scratch) and get a log out, because something is not working right there - and I know it works for me, so it has to be unique to your install. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
MAL should have the orientation you want - I believe the intent is that MAL is your landing aid, and HAL is your on-planet controller. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
Do you have EL? Is everything correctly installed? Are you sure you've unlocked them in the tech tree? (Three most common reasons for these types of problems.) -
They also change progressively as you go through the atmosphere - though how they change can be quite dependent on the engine. (In general: Atmosphere-optimized engines will have fairly small gains as you exit the atmosphere. Vacuum-optimized engines will have large gains - especially to ISP/dV - as you go through the atmosphere towards space. However this can be tweaked quite a bit, and some engines have specific speed/altitude ranges where they are most effective.)