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Everything posted by Deimos Rast
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[1.0.2] TAC Self Destruct v1.5.1 [13May]
Deimos Rast replied to TaranisElsu's topic in KSP1 Mod Releases
bummer, was hoping it'd be a matter of just pointing it at the new assemblies and firing it up. -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Deimos Rast replied to Pak's topic in KSP1 Mod Releases
Might I refer you to the MEPS mod? It's a pallet mod, although it's from 0.25, so I'll understand if you want to make newer stuff in keeping with your aesthetic.- 2,351 replies
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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
@panarchist That's a fair point. I guess my issue is Ore is just such a generic term. (Slight aside, but this might be a personality thing: it's interesting that when I said "uses Ore" way back when, I had in mind more of a Glykerol (as some type of gelatinous bacteria) feeding on the Ore, in the here and now, in a literal sense of a "rocky fertilizer" or more recently, a lump of coal, if you will. You took it at a more abstract level, seeing more it's a potential representative of precious resources pulled from the ground. Your view is probably the better approach - mine is admittedly intellectually & creatively lazy, although in my defense, I have habit of posting at 5am before bed, and usually half tongue-in-cheek.) ---- I got the drills to work. Turns out having the models and textures in the proper folders helps. Not saying we need to use them, but I think they're spiffy, the license is very good, and they've been abandoned since 0.23. BahaD seems to be otherwise occupied these days, but if we decide to go ahead with them, I know he's active on YouTube (although I don't really want to be that guy, as I'm sure he gets hounded a lot), assuming we want to ask for permission (couldn't hurt). I also converted everything to .dds (in the past I got almost everything updated to 1.0.5). Alright, that's enough of side projects. Off to go see about actually getting proper ratios for the ISRU. -
Fair enough; the issue is partly the spacing in "Coatl Aerospace" requires a FOR[CoatlAerospace] somewhere, or a ? or * in a NEEDS[Coatl?Aerospace]. At this point we're beating a dead horse. (I wasn't trying to imply you were to blame if it came across that way, just being technical and..."best practices" and such, but your point is well taken. Moving on!) Cheers.
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Yeah, I have no idea what his deal is/was, I didn't read his comment before posting, hah. Blame CKAN? Seriously though, unless he posts a log, there isn't much you can do. The patches aren't game breaking...the patches themselves at least seem to be copy/pasted from standard stock RemoteTech and (I'm assuming) AntennaRange material. My only issue was that the filters were a little loose. I suspect there was more at work in his install, but oh well, least it's fixed. And congrats on getting reviewed by Kottabos!
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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
TLDR: Yes, but in wildly varying quantities. Probably around 1250 - 2500 is a "standard volume." Boy did I ever, but not as clearly defined as I would like. Basically, the two juggernauts in the ISRU field are Umbra Space Industries and Wild Blue Industries. In the USI suite of mods, by RoverDude, we have Asteroid Mining Technologies, Asteroid Recycling Technologies, Freight Transport Tech, Karibou Rover, Kontainers, and UKS (and probably UKS-Lite, but I didn't have access to it). Problem with the Mineral quantities in these packs is they either require the tank to be an Asteroid (ART), or are in the 3.75m or 5.0m form factor and at nearly 50,000 units (FTT). The Kontainers pack is the best bet, and it shows a 1250 and a 2500. UKS is mainly ISRU converters. You can find containers for Ore, XenonGas, Minerals, and Water. WBI has a lot of unique resources that you don't see other places, ones not in the CRP (Coolant I believe is not in the CRP). Angel-125's Pathfinder mod is heavily focused on geoscience and ISRU. You can find containers for Ore, XenonGas, Minerals, and Water. Water and Minerals both clock in at 5600. I've played with both for a while, and I would recommend recommending both or either of them, if for no other reason than they're only ones in the room. They both also happen to be pretty damn cool. -- ExtraPlanetary Launchpads does not use Minerals, using instead Metal, Ore, and RocketParts. It also favors Kethane over the more CRP-aligned Karbonite. On a slightly related note, and something I have been working on, EPL/Kethane has some seriously cool toys, such as BahaD's Augers. They're ancient (0.23 era) and use Kethane modules, but I've set about trying to get them to work as dedicated Water/Ice drills, since I haven't found a good water specific drill yet. I seem to remember getting them to work in 1.0.5, and I have the files still, so we'll see how it goes. Regarding the actual point of all this, have I made any progress? Not really, although KSP is behaving a little better. Honestly, I took the day off, and played with a new kitten (8 weeks old). Although, I've been looking at the OSE Workshop mod, and it's real slick. It allows you to do off world VAB like building. Print your own Glykerol on site, eh eh? OSE_ResourceRecipe { name = Glykerol RESOURCES { Ore = 1 } } -
[1.0.2] TAC Self Destruct v1.5.1 [13May]
Deimos Rast replied to TaranisElsu's topic in KSP1 Mod Releases
I was just playing with KIS Bombs, and thinking about how nice it would be if this fine mod were up to date, when lo and behold @Dman979 steps forth. 1.1.3 should be on us SoonTM, so might want to wait on that. I would indeed vote on removing the part from staging; although a simple "staging = false" should work, no? Been a while since I used it, and last time I did, I staged it with my main engines. Lots of fireworks! -
I'm assuming he's talking about your RT & AR patches? Looking at them, I think I can see a few potential issues with both of them (more so the Remote Tech one). The below should probably read :FOR[CoatlAerospace]:NEEDS[RemoteTech] and you could throw in a !AntennaRange if you really wanted to, but meh. Part of the issue is your GameData folder is "Coatl Aerospace" with a space, which will cause the AntennaRange patches to fail, unless there is at least one heroic patch somewhere that has a :FOR[CoatlAerospace], which declares that, yes, something called "CoatlAerospace" does in fact exist and this patch belongs to it. At least that's the narrative I tell myself. Luckily, your BDB patch is just such a patch, and so the AntennaRange patch passes, just barely. (I don't know why they need OPM though...hmmm, looks like it just boosts the range, since OPM is a bigger playground, makes sense, clever). I would change the AntennaRange patch to read something like :FOR[CoatlAerospace]:NEEDS[AntennaRange&OPM,!RemoteTech] or whatever. The :NEEDS[CoatlAerospace] would only really be useful to the player if they took the patch outside of the Coatl Aerospace folder, to live in their own patch folder, for example. If it were a :FOR, Module Manager would still think "CoatlAerospace" existed, even if you deleted the original folder. How do I know all this? Because, I once moved some Ferram Aerospace patches outside the main folder and uninstalled the mod, and had a week of not being able to get off the ground because an errant :FOR insisted on acting as if FAR were still installed by deleting all stock lifting surfaces. That'll teach you right quick. @PART[antenna_tv]:AFTER[CoatlAerospace]:NEEDS[RemoteTech] @PART[antenna_cone]:NEEDS[AntennaRange&CoatlAerospace,!RemoteTech,!OPM] @PART[dish_S]:NEEDS[AntennaRange&CoatlAerospace&OPM,!RemoteTech]
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Deimos Rast replied to ObiVanDamme's topic in KSP1 Mod Releases
Meaty post coming at you.... I went through the Module Manager patch for Workshop, and I tweaked a few things and you can see my suggestions below, in addition to the above mentioned science lab patch. Quick questions on the recipe system: do they stack or are they mutually exclusive? For example: crewReports are a ModuleScienceExperiment that happens to be in all manned ModuleCommand's, so which recipe has right of way? Also, do the recipes need to be in the OSE_Recipes.cfg to work? --- I also seem to be getting an NRE with the workshop, relating to determining the max volume of available inventories (KIS related). I've tried with and without the MaxPartVolume field, doesn't matter (think you deprecated it this update anyway?). I've found the error is specific to OseModuleWorkshop, but I sort of need that module. --- Regarding the suggestions below, I noticed you had a Recipe for ModuleEnginesFX, but not for ModuleEngines, so I changed it to ModuleEngines* (assuming it to be an oversight). Likewise, I believe your EPL patch was missing a "%" (I rewrote it slightly differently). Here are the patches, feel free to use if you like them: -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Deimos Rast replied to tomek.piotrowski's topic in KSP1 Mod Releases
I would highly recommend a read through the wiki, it's very well done. However, I have a question I couldn't really find an answer to: How were the range/dishangles/energycosts determined? I know sometimes they're based off of real world analogues, but I was thinking more along the lines of rescaling existing dishes to fit unoccupied niches in the spectrum for personal use. Just wondering if there is a handy dandy formula or something obvious I overlooked that incorporates the relevant values. Cheers. P.S. Really enjoying 1.7.0 - you guys put in a lot of work for this version and it shows. -
[1.2.1] TRP-Hire (formerly KSI Hiring)
Deimos Rast replied to TheReadPanda's topic in KSP1 Mod Releases
A couple of things: Is this being rebranded as Panda Hiring Service? I'm worried that it will hire pandas! 1.1.3 is supposedly, if all goes well, hitting us next week, as per the dev notes. So your release of next week is right in the eye of the storm. I've been waiting for this mod for forever, but....maybe not the best timing. Although, I don't think there would be as many bugs/issues to worry about as the last few updates (i.e. no UI overhauls that I know of), but who can say. Glad to see progress is progressin'! Cheers. edit: maybe I was imaging the release date....can't find it now. -
Me again chief. Nothing too exciting this time. Just looking at the "MRS Guidance Nose-Cone" (which I noticed you recently bumped up in the tech tree). I hate to lead the "Balance Brigade" but I compared it to the Remote Guidance Unit (1.25m), which I think is a good match, and it just blows it out of the water. Tech Levels: Engineering 101 vs Advanced Unmanned RX Wheel: 1.0 vs 0.5 Cost: 900 vs 2250 EntryCost: 0 vs 17800 SAS: Level 0 vs Level 3 (RGU wins this round) ElectricCharge: 100 vs 15 If you want my recommendation, it's nose cone shape makes it niche to begin with, but I think it has a place with the RGU units. As it is, it upsets the progression from Sputnik --> Octo quite violently. I think 0.625m & 2.5m versions wouldn't be amiss, but those are easy enough for users to make (I have). I also boosted the RT antennas somewhat (which I was glad to see). Note: I've moved everything to the beginning of the tech tree anyway, so I don't really care too much about the progression aspect. But considering this pack is supposed to be cleaving close to stock values, I thought you might be interested in the numbers. Just my 0.02c
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Deimos Rast replied to ObiVanDamme's topic in KSP1 Mod Releases
Station Science is actually neither if memory serves and is a custom converter that just straight converts EC to Eurekas. It's the "StationScienceModule". No idea on HabTech. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Deimos Rast replied to ObiVanDamme's topic in KSP1 Mod Releases
WHY YOU STEAL MY THUNDER? Okay, I'm calm. I just came here to post exactly that. Alternatively you could use "ModuleScienceConverter", as I know PlanetaryBaseInc has the Central Hub that has the ModuleScienceLab but not the ModuleScienceConverter (it's not quite a lab, can reset stuff but that's about it I think). What I mean is, ModuleScienceConverter might cover more cases, as opposed to the 99.1% coverage @rasta013's suggestion provides. -
[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
Deimos Rast replied to IgorZ's topic in KSP1 Mod Releases
So....I might have misread the "maxVesselDistance = 5000" under Camera Stabilization options....I sometimes see what I want to see. It just seemed like a natural idea to limit it, so I assumed that's what it was, without bothering to read, you know, the block of text it was under. I do like the "any key as a modifier" idea, otherwise you're probably going to keep getting the occasional nutter like me who just has to have his favorite key as an option, and that would get annoying fast. -
I always have Steam running. If my computer is on, Steam is probably running. I like how I can verify the Game Cache, because KSP crashes a lot, and I get constant file corruption. Likewise, when that doesn't cut it, a simple redownload/reinstall takes 5-10minutes, tops. Reading this thread though, people seem to think Steam is the culprit, as opposed to KSP just being KSP. To each their own. But you might be right. I've played KSP for a while now exclusively through Steam and it's crashed non-stop, so maybe I'm out in the cold here. I will say that the one error I get specific to Steam is an exception thrown at the beginning related to the Overlay being disabled. Does not seem to like that one bit.
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[WIP] [1.1.2] DIRECT - Super-Heavy Launchers - REVAMP RELEASE
Deimos Rast replied to benjee10's topic in KSP1 Mod Development
No worries mate, this is a treat to play with as it is! I actually came here to post a question about the ratios on the B-Series tanks, since it was way off the usual LH2/Ox norm. Turns out it's actually LF/Ox. Funny that. As an aside, does anyone know of a good IVA for the Orion? All the ones I've tried don't match that well. -
@JPLRepo All I can say is it fits the engine at the very least (it's a big mass driver) - if you note the 250 RCS thrusterPower, that's not a typo I know the RCS Sounds mod manages to, as the name suggests, add sound fx to RCS thrusters as well as lighting fx. Might be worth a look.
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@panarchist Good update... But did you remember to add back in the solar panels? I see a lot of rising power bills in this here update, would be nice if I had a way to generate some power on site to offset them some what.... -- Took the liberty of opening an issue on Github about it to help you remember, since you seem the Github type. Cheers.
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Jumping into a conversation without looking both ways or reading anything.............*plop* Or you could do both. Make it an engine that has both RCS thrusters off the side and a throttled controlled engine proper. RCS thrusters could/would run on LFO. Example would be the SXT "LV-405 "Vanguard" Liquid Fuel Engine". Alternatively, you could just make it an RCS thruster that functions as an engine (power/transform) but has RCS controls. Example would be the USI "Mass Driver (1.25m RCS)". Or you could just make a run of the mill RCS thruster...but give it custom exhaust FX (see the Mass Driver for an example, but it's the snippet below). I've only seen that done once, ever, so I'm pretty sure it's some secret RoverDude voodoo, which I now pass on to you (actually I just posted it in Add-On development since apparently no one else has) Not sure if you're going for a specific engine analogue, I'm just saying what I've seen. name = ModuleRCS thrusterTransformName = RCSTransform thrusterPower = 1 fxPrefabName = fx_exhaustFlame_blue_small
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@nli2work I know this is a bit of a necro, sorry, but this might help. This is from @RoverDude 's USI Asteroid Recycling Technology mod "Mass Driver (2.5m)". Out of hundreds of mods, this is the only time I've ever seen it used. As you would expect, it makes the exhaust blue. If you know of (or find out) any more fx, please post them. Cheers. MODULE { name = ModuleRCS thrusterTransformName = RCSTransform thrusterPower = 250 fxPrefabName = fx_exhaustFlame_blue_small PROPELLANT { name = ElectricCharge ratio = 1 } PROPELLANT { name = Rock ratio = 1 } atmosphereCurve { key = 0 2100 } }
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[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
Deimos Rast replied to IgorZ's topic in KSP1 Mod Releases
The side effect is it's hard to pull off the switch sometimes. I upped the distance for switching to 5000 (which might not work right, since I heard anything over ~2000 or physics range has weird effects, but that might be a different thing entirely), but the issue is that at anything more than 1000 or so is being able to actually reliably click the thing in question is difficult. In the latest scenario, during a reentry, I deployed my parachute on my capsule, switched to a jettisoned reentry stage to ensure the chutes went off proper (and just 'cuz I could) and everything worked fine, but trying to switch back...It's really hard to double click a moving Mk1 pod that's 1.3km away and twisting under a parachute canopy. At the time I had switching distance capped to 1000, and naturally I drifted further apart, hence the 5000 it's at now. -- Also, regarding the Linux bug: currently you suggest rebinding either the ALT or the Mouse button. I tried rebinding the mouse to the RCLICK, but that didn't work either, so there must be another conflict there too. Basically anything with ALT in it is a no go. Would it be possible to make something like CAPSLOCK available as an another modifier (or would its persistent ON/OFF status affect things)? As you warned about, SHIFT and CTRL are throttle bound, and I'm picturing the situation where I'm on EVA free floating in space using my RCS pack and I hit LCTRL + LCLICK to switch and my Kerbal goes zooming south 10 m/s as I switch vessels. That would also be the time I'd be most likely to use this mod a lot. Although, CAPSLOCK is bound to something ingame as well (fine grain controls I think), I don't know that I've ever used those, and I'd be inclined to to just rebind the key entirely. -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Deimos Rast replied to Pak's topic in KSP1 Mod Releases
Already did. By the way: do you have a road-map of planned or considered parts/features? That last update was golden and I'm curious where you see this mod going. My only request (if you take them): no wheels. Getting real tired of wonky wheels sidelining projects. --- The only other really (current) stock-a-like Mk3 pack out there (that comes readily to mind) is the excellent Mk3 Expansion by SuicidalInsanity, but I get the impression you're going for something a little different (real world analogues maybe). I only mention it, because if you're considering expanding your parts catalog considerably, it might pay to know what's already been done (and done well), so you can spend time on fresher content (obviously your prerogative). Cheers.- 2,351 replies
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