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Everything posted by Deimos Rast
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[RETIRED] PEBKAC Industries: Launch Escape System
Deimos Rast replied to Kurld's topic in KSP1 Mod Releases
try adding "stagingEnabled = True" to the Jettison module in the config. It should give you the option to Enable/Disable staging in the editor.- 118 replies
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- 1
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- parts
- launch-escape
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@Z-Key Aerospace Thanks for the update; seems to be working fine for me. Does it add itself (ProtractorModule) automatically to command pods or does it require the part? I might have made a MM patch to do just that in the past, but I can't for the life of me find it now, so I'm wondering if that's included behavior. I ask because I seem to be able to use it without the part. Eitherway, not really an issue.
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Wow! I thought you handed it off to the RO Cats? Either way, glad to see you're still around. I really really enjoyed this pack. Fantastic job all around. Edit: FYI: License in OP still says ARR?
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[KSP V1.4.5] TAC Fuel Balancer v2.20
Deimos Rast replied to Z-Key Aerospace's topic in KSP1 Mod Releases
I vote strongly not to lock it with tech, or at least make a career override option in the settings. There is no clear tech to peg it to, and frankly it'd just be annoying. If this mod had 'tiered' features like MechJeb, you could peg them to respective fuel tech nodes. Not the worst idea, but again, not for me. As long as there is an override, go nuts, do whatever. I currently use this with GPOSpeedFuelPump (I like to watch them fight it out to see which can fill and empty tanks faster) - both very cool mods, with very different feature sets. I really like that. It also goes without saying though, thanks for keeping this mod alive. -
That seems strange. My guess is that it's to keep the Camera from freaking out at high warp rates. I know BetterTimeWarp has some Camera settings as well. If you don't notice any difference at high warp rates (both Hyper & Physics), then I guess try without it.
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I don't have any issue with nodes. Regarding the lack of crew storage space, that's by design. The way it works is that it only has space when it's inflated and none while it's closed. I'm not sure this gets recognized in the editor though (as in inflating in the editor might not update the capacity, but do you really want to launch with a fully inflated Hab?). I do have a few other minor issues though, but I think I'll just wait for an update. @Starwaster thanks for keeping the lights on in this thread, so to speak. I know Porkjet is pretty busy. Question for you: the restrictor module...as long as I have the deployment animation name correct, is there anything else needed to use it in other inflatable habs? I seem to remember getting it working in the past. Also, is the layered animator plugin still required or has that been made stock (layer = #)? Cheers.
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[1.1.3] Dr. Kermnassus' Parts Emporium
Deimos Rast replied to nli2work's topic in KSP1 Mod Development
My first thought was a new solar sail part, but it looks like you really did go for a solid gold shield true to life. I can't wait to see what you come up with next...checking in here every now and then and grabbing the latest download is like a little hit of Christmas every time. -
Maritime Pack & Submarine Pack 2.0 Dev Page
Deimos Rast replied to BT Industries's topic in KSP1 Mod Development
@Fengist Damn son, you come back swinging hard.... -
FASTCORP Autogarage - Real Cars for KSP!
Deimos Rast replied to fast_de_la_speed's topic in KSP1 Mod Releases
@fast_de_la_speed congrats on Modding Monday! -
I guess I didn't pay as much attention to niche status. I was just thinking of career progression as "developmentally" as in, "we don't yet have the tech to build strong probe RX wheels or AI SAS capabilities yet" till much later (OKTO being the earliest with both, and that's a 0.3 and a level 0 respectively, iirc). Then your probe muscles in with both at the start of the tech tree, and at better levels. It is niche, which is a fair point, but I see it more of a "Eureka! We discovered how to do something earlier than we should have!" So the point, in my mind, isn't the cost or the weight, (unless you want to sell it as an early prototype warhead re-purposed for science ...and add an explosive potential), but the tech tree placement. It downright brutalizes poor little Stayputnik, even my cheatier version that bumps up the batteries and adds 0.1 RX. Admittedly, like you said, it's not used long, but I have a tendency to stay low tech for a long time (well, I restart a lot). I was going to suggest in my other post renaming to MRS Gorilla Probe, to better reflect it's true nature, but I wasn't sure if you'd find that funny or not. If you haven't guessed from my excessive use of italics and hyperbole, I say this all somewhat half seriously, half jokingly, as it is a pretty tiny issue. I do like the Warhead idea though (might not be 'stock' though).
- 720 replies
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- mrs
- modular rocket systems
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@Spotter5 There are a few other Rotating Habitat pieces out there. Porkjet's Habitat pack has a Centrifuge, but it's out of date and it's not a space station ring. Kerbalism has a Gravity Ring, but that's a big mod for one part. -- The ring should just slide over the core. Place the core first, then then fit the ring over the core. Try coming at the core from either the top or the bottom (sliding down or sliding up) with the ring. Welcome to the forums by the way.
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I see your point. Yeah, I'm turning JoolGas into the Jool equivalent of Karborundum and the scoop into a particle collector. I added JoolGas as an atmospheric and interplanetary resource to Jool. Initial tests with a revamped scoop (as just an intake) proved unsuccessful while skimming through Jool's upper "atmosphere". Also turns out also 1700 maxTemp is rather low for such activities. Going to try with scoop revamped mk2, as a particle collector. If that fails, then I probably added the resource wrong. I'm using CRP and the Karbonite/K+ mods as guides, so I shouldn't be too far off. The NRE was removed when I removed the AtmosphericScoop module itself, not the JoolGas.
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I vote push it and go all out. (Although, maybe only on the signature pieces.) We have 64bit now, ksp...rumor has, it barely uses GPU's any ways, so why not? Besides, you're getting featured on spacedock, kattobos, probably modding monday soon (if not already?)...life in the fast lane baby Worst case you get some show pieces for promo pics, no? And is C.East just Russian or broader than that (China, JP, KR, etc)?
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
I like turbo mode mainly because it adds in Ore, which vicariously adds in a means for people to switch it out with Karbonite/Kethane/etc. But 1hr isn't bad. Personally I think it's a bit light, but it works out neatly and we have to consider, as you mentioned, Life Support mods, or more importantly, attention spans It also makes the conversion to RO or any other time scale very easy. We could burn the third ingredient in place of some EC, and shave a little less time off? Originally I picked x10 as fast, but that's way too fast for a 1hr production time already. Something to sit on for a while maybe, see if any one else has some more opinions on it. Sent the config over. Pretty much everything is equal to the stock ISRU. Probably could increase the cost. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Damn you quoted me before I could erase the second set of numbers, haha. I multiplied those instead of divided. I think. 5 am here, about ready to call it. I'm just going to revert the changes and send over the 1hr per 1 Gly set, and I'll look at it again in the AM. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Well, bad news boys: I got out my abacus and slide rule and did some math and my numbers didn't work out. I know you're all disappointed. Below is what I managed to get though, let me know if it's adequate: Standard mode: 1.01 Glykerol produced in exactly 1 hour and 13.5 seconds. I know, it's terrible, don't look at me! (SEE EDIT BELOW) Didn't help that I originally balanced it to work out to 1 day per 1 Glykerol, as outlined in a few posts above, but no one bothered to correct me. Tubro mode: Don't ask. I put it aside for the time being. Xenon/Water have been balanced perfectly for a while, but Ore will not behave. Last record was 1 Glykerol in 20 seconds. And that was when I was balancing it for 1 per day. It needs another look. I also made a few tweaks to the part itself (don't be scared); for example, while you can no longer surface attach the ISRU (which seemed silly), you can now surface attach things to it, like radiators. Also added some non-tweakable storage for QoL. And I might have increased its explosion potential. Current Standard formula is: 0.60867 Water + 0.2767 XenonGas + 24.4 ElectricCharge = 0.0002766667 Glykerol 2200 Water + 1000 XenonGas + 4067 ElectricCharge = 1 Glykerol 11000 Water + 5000 XenonGas + 20333 ElectricCharge = 5 Glykerol Note: Large Container of Water from TACLS is 2200 Units Note: Large XenonGas Container (Stock) is 5250 Units Note: Gigantor Solar XL produces 24.4 EC/s optimal conditions @JPLRepo I'll give the part module a once over and send it to you so you can give it a whirl. Obviously, it's not done (see comments about Turbo/Infused mode), but I'd consider it "playable alpha/beta" material Edit: Just realized....producing 1 an hour means 5 hours, not 6 hours (i.e. a full kerbin day). I'll correct that and send it over. -
The tank is showing LqdDeuterium/LqdHe3 in the VAB for me, or is the issue on launching? Just a while guess, but maybe a fuel switching mod over writing the contents of the tank? It's not the standard contents of a tank, so they should leave it alone, but that's the only thing I can think of. As for the shifting center of mass, I'd be more inclined to recommend to the player either GPOSpeedFuelPump or TAC Fuel Balancer to balance COM as opposed to cranking up the RX Wheels. I'd rather have these things be rather sluggish out of warp. Although, slight changes of COM at warp speed could be a bit of an issue, I could see that. Personally, I just target the planet, have MechJeb hold Target and away I go, but maybe not everyone does that. Your call. -- I found an issue with the Jool Scoop. I don't think it's the Intake transform, as it actually rather cleverly uses the stock circular intake. Rather, my guess is it's the module itself maybe, AtmosphericScoop, which I'm guessing is custom. Either way, I'm going to replace it with "ModuleResourceIntake" and use stock methods to spawn JoolGas on/around Jool naturally. This is of course assuming it is actually the module at fault; eitherway, I already have the configs done, just want to test it first. Edit: That fixed it. I forgot these were originally Karbonite scoops. 160620T022241.112 [EXCEPTION] [WarpShip.AtmosphericScoop.FixedUpdate] NullReferenceException: Object reference not set to an instance of an object at WarpShip.AtmosphericScoop.FixedUpdate ()
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Log for you here. Recovered active vessel on launch pad using KCT. KRASH proceeded to generate a few thousand of the below NRE's. It locked me out of going to vessels in the observatory and persisted through switching to the VAB...and it followed me out to the Main Menu. Cheers. Update: Bug seems to have persisted through restart and now prevents me from saving and loading...game seems to think everything is a SIM now. 160619T154942.992 [EXCEPTION] [KRASH.SimulationPauseMenu.CalcAndDisplaySimCost] NullReferenceException: Object reference not set to an instance of an object at KRASH.SimulationPauseMenu.CalcAndDisplaySimCost () at KRASH.SimulationPauseMenu.DrawGUI () at KRASH.SimulationPauseMenu.OnGUI ()
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Deimos Rast replied to ethernet's topic in KSP1 Mod Releases
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@Denko666 it resolves it very poorly, both parts sort of exist in game, but one (I believe the first one loaded) continually overwrites the other. You also can't unlock the second one in career mode, except briefly. --- for the new parts, are they new new parts, or just old models new configs? either way is cool, i just think it's great the ol' gal is getting some attention.
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Are there any updated TimeWarp mods out there?
Deimos Rast replied to Clockwork13's topic in KSP1 Mods Discussions
@Clockwork13 Actually, I am using an unofficial version of TimeControl, and it works flawlessly. It has a different feature set but the core functionality is the same, I rather like it. Cmon guys, it's even linked in the bettertimewarp thread. "No other timewarp mods." -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
Deimos Rast replied to Crzyrndm's topic in KSP1 Mod Releases
Have you deprecated or otherwise changed any of the filters or checks during or since the migration to 1.1? I have...correction, had...dozens of custom filters and the transition to 1.1 pretty much wiped the whole thing out. I shelved the project for a couple months and only now am starting to poke at it again. A check that seems to be the worst offender is the manufacturer filter. I'll have a workable filter, but as soon as I add the manufacturer filter, the whole thing dies (returns nothing). Spelling and syntax are correct. --- I was actually sitting on a long list of feedback, but lost it due to a harddrive crash, but a couple of other things that I remember: vesselTypes and categories. Is there still no vesselType = Probe and is it still category = FuelTanks (as opposed to the ingame FuelTank)? Spent a long time figuring out those two. I had a whole list of things like that I had come across. The wiki is excellent, but there is a lot of stuff like that it doesn't mention. I don't mean to gripe, as I really like what this mod enables you to do, and I suspect a lot of the issues are due a lack of experience on my part with such things. I just get a little frustrated with it every now and then. Cheers. p.s. I also realize some of the issues might not be specific to this mod - the FuelTanks one may very well be a SQUAD one. -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Deimos Rast replied to SpaceTiger's topic in KSP1 Mod Releases
The 2nd link, to the Utilities in the OP links to his old Github account. You want his new Github account, and the link specifically is this one here for Utilities. Everything can be found from his website. Cheers.