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DStaal
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Everything posted by DStaal
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Thanks. I'll admit at this point I haven't been doing much to even look at the balance - first trying to make sure I understand how it works, so I can then abuse it without breaking it for the industrial parts. So, from your statement there, if the refinery was 20 tons, the final efficiency would be 125%? (As the mass/eMultiplier of the base part goes up, the effect of the efficiency part goes down.) And if there were two efficiency parts, the total efficiency of the 10 ton version would be 200%, while it would be 150% on the 20 ton version? (Add up the eMultiplier for the efficiency parts.) Ok, that seems to make sense to me. Now, how to abuse... Hmm. The 'Kerbal, with automated support' will probably work fairly well directly, as the 'automated' part can be very heavy, and the part which holds the Kerbals would be very light - and an efficiency part that's got more mass than the base part would result in a very high multiplier. The 'automated, with Kerbal support' parts will be trickier - simplest would be to give them each other's eMultipliers, but not sure if that's a good idea long run. (Of course, none of these will share eTags with MKS parts, so they won't interfere there.)
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Slow progression - largely bookkeeping setup so far: I've got a project set up on GitHub, issues created for all the parts, etc. Started collecting info on what's needed for the efficiency - there's a new reference text file here that lists all the efficiency tags in USI and what they're for, so we don't have to search everywhere. Also added the efficiency support for the greenhouses - including our three, and the greenhouse container. (These could likely use a balance pass.) On the subject of balance passes - does anyone know what 'eMultiplier' means, or how it should be used? It's obviously an efficiency multiplier for that part, but what it should be related to is something I'm not sure of yet. (I looked through the balance spreadsheet, but if it's there I need to go re-watch RoverDude's video to know where.)
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Randomly generated Solar Systems (reviving the idea)
DStaal replied to Martian Music's topic in KSP1 Mods Discussions
A slightly more complicated process, but basically what you're asking for: -
The file doesn't actually exist that I know of - it's just how KSP behaves. (There's probably some memory buffer being read into or something.)
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I haven't double-checked recently, but I believe I recall that should work - that's USI-LS, not MKS. (Although MKS expands on it.) And USI-LS is supported, generally.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Probably less, actually: As I mentioned, PL will only half-empty a storage container. So it depends on what you mean by 'room' here: If you have one storage container with space for 100 and zero at the start, during the first period you will produce 100 and store 50. During the second period you'll produce and store another 50, etc. If by 'room' you mean you have a storage container that's half full with 100 units extra space, you'll produce and store 100 during each period. (For 400-ish), etc. And of course some things will auto-shutdown if they can't store their excess, and I've seen them shut down during the first catch-up period and not turn back on for the second... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
It's intended as a sanity-check to make sure your parts don't expand beyond what's reasonable. Are you sure they should be expanding that much? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
The catch-up processing happens in 6-hour batches. (As as been said by the ninja. ) As long as you have enough space for it to handle six hours of work (note that's free space, and PL only pushes *half* to storage...), you won't lose anything. If you have less storage space than that, things will run out. It will do everything multiple times if it's been more than six hours - but it doesn't scale that size. I'd make sure your outposts have enough storage for *13* hours (six hours processing, store half, and give a bit of a margin...). You'll need to jump to it as frequently as it's production can be used up, so higher production is good. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
In theory copying/replacing the GameData folder should work, as long as you start from a clean stock install each time. Something though isn't working correctly for you here - I'm completely overloaded with mods and it still doesn't take more than ~30 minutes to load, and from the loading screen to the start screen is nearly immediate. I would recommend you start with a clean install of KSP and try there, to make sure you haven't accidentally messed something up. -
[1.12.x] Near Future Technologies (September 6)
DStaal replied to Nertea's topic in KSP1 Mod Releases
There aren't any, actually... You can get some as a byproduct of nuclear reactors from USI I know, and there might be some other mods that add it in, but by default in CRP I don't think it exists in the wild. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
DStaal replied to FreeThinker's topic in KSP1 Mod Releases
That part is from MKS, and likely uses Firespitter.- 1,187 replies
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- fuel switching
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
DStaal replied to RoverDude's topic in KSP1 Mod Releases
Yep. Remember: Background ships don't actually exist, and they aren't doing anything. This keeps KSP from having to simulate intentionally hundreds of ships at a time. So the remote base isn't actually producing anything until you focus on it. Then it quickly plays pretend to do everything since the last time you looked at it. This is normal behavior of KSP. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DStaal replied to IgorZ's topic in KSP1 Mod Releases
The only way I know of really is to have more Kerbals - each Kerbal within reach will help carry. It's a fairly simple MM patch to add carrying capacity in to new parts, but there aren't many parts that make use of it. Konstruction's parts do (I wrote the patch...) and I think Orbital Utility Vehicle has some that do. Of course you can always just go in and change the settings in this mod to something higher as well. But I've built fairly large bases using just Kerbals on the ground, using the standard settings. Note there is another limiter to keep in mind, when you start building large things: Distance to the center of the part. A Kerbal can only pick something up if they're close to the part, and that distance is measured from the *center* of the part, not the surface. When you start dealing with 3.75m and larger parts, this is often the limiting factor in what you can actually pick up. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
DStaal replied to IgorZ's topic in KSP1 Mod Releases
For the former: Yes - Konstruction has cranes that can help you do that. (Note that for the weld into place you still need to have enough carrying capacity to pick up and place the part - the Konstruction cranes and graspers also count as carrying capacity. It also helps to have multiple Kerbals in place.) Second: No. (This is actually one of those 'wait, you can't do that in real life?' situations: You'd think lower gravity means you can lift more, right? Well, you can *support* more mass, but actually lifting/maneuvering it often actually is limited by inertia, not weight - and your inertia hasn't changed, because it's directly tied to mass. So you can move slightly more weight on the Moon than you can on Earth - but not as much as you'd think.) -
The other thing that can cause errors like that one is malformed experiment results - in any experiment that loads before the SEP experiments. (KSP essentially concatenates all the experiment results into one file, and then loads it. If there are any errors, it aborts loading at that point - leaving following results unloaded.)
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[WIP] GoingUnderground - Subterranean Habitats Mod
DStaal replied to steedcrugeon's topic in KSP1 Mod Development
From the Atomic Rockets site: Note that the 'robot explodes' step assumes a nuclear bomb... -
On the specific impulse - how you approach it probably really depends a bit on what type of use you think these parts are being designed for: Are they for flying around Eve, or are they for spaceplanes? If they are for just flying around on Eve, just reduce the thrust. No use designing an engine for throttle settings that will never be used, after all. (And you never have to fly over 9km, so you don't really have to worry about higher altitude.) For spaceplanes I'd think there would be some complex tuning - probably a designed-in thrust curve that allows for higher thrust output at speed at high altitude, probably costing ISP in that range. So you would have an engine that gradually gained thrust at higher speeds, up to whatever it's limit was, by pumping in more fuel. (Well, oxidizer.) I have no idea whether this is possible, of course. You could also have different engines that are optimized for different altitude regions/speeds, so you have your normal jet that gets you to 10-12km, then switch over to a higher speed/thrust ramjet or something, etc.
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Note that by 'not compatable' he really means 'has no support for any of the MKS-specific toolchains, resources, and mechanics'. Nothing breaks, that I've noticed.
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That depends a bit on what his use-case is: My main thought on a one-size-fits-all is that it's for where you dock ships to the station - you don't necessarily know what ships you'll be using in the future, and some are smaller/larger, etc. Those would be temporary dockings, and you only need one per ship docked at the same time (so three-four should be plenty in most circumstances) - but you need to have that many in each size your ships could use. So a one-size-fits-all cuts your docking ports down by a factor of three. Konstruction is great for *assembling* the station - but then you can typically plan better what parts (and therefore what size docking ports) are going to go where.
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- docking port
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I'm pretty sure you don't need a plugin - I think the stock resource mechanics have all you are likely to need here. Take a look at CRP to see examples.
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Crew for the building site are on their way, but the survey rover stayed in the area long enough to make sure it set down safely. Edming Kermin - our jack-of-all-trades Colonist - got out to see if he could set it up, but realized he didn't have all the tools needed. They then headed on to find yet another monolith - And it seems our science team has a new theory on their origin: That they are discarded remnants of an antimatter fusion based fuel system. Enough was learned by this that they feel confident that they can replicate the process themselves, and that they have cracked the secrets of antimatter fusion. When asked if this would have any applications relevant to spaceflight, they replied: "Erm, well not as such... But it's still exciting!" And our publicity team realized it had failed to share any images of our first exploration site - an airstrip that has fallen into disuse. A photo team was quickly sent over to rectify that situation.
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It doesn't check for 'all' - I have an eight-wheel rover that's designed with six on the ground during normal operations, and the other two for getting itself unstuck, and it works fine with that. I wonder what the check is. I do believe it has to be 'landed' however, not 'splashed down'.
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I haven't tried this with RSS, but it works very well in stock, and you should be able to adjust the target apoapsis to get it to work, I think: Also, TCA is Throttle Controlled Avionics - which helps understand some of how it works. (It's not assisting the throttle - it's controlling the ship using throttles on the engines.)
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[Old Thread] KRE - Kerbal Reusability Expansion
DStaal replied to EmbersArc's topic in KSP1 Mod Releases
Even if he's not going to Luna? Which parts do you have, which parts do you want, how did you install, and a pic of your Gamedata folder is the minimum to try to find a solution to this.