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Everything posted by Deimos Rast
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Seeing as 1.1.3 is currently in experimentals, I would pick things less likely to get borked by the coming patch (i.e. wheels again). I always shed a tear when parts die, but an even greater tear when an entire mod dies. I do think core functionality needs to come first. I think it's a fine idea to lean on stock modules, heavily if need be (no sense reinventing the wheel, no?). Leaning on other mods...maybe as an interim, or if there is a soft dependency (to another of your own for example or to something people always install anyways). I say all this as an end user, and one who has never really used this mod (although I'll give it a download and poke around the configs in a few). I've just seen a lot of mods fall way behind and then stay behind instead of drop the dead weight (which can always be rebuilt/reacquired in new and better ways at a later date). TLDR: If you feel dropping those parts are necessary to expedite the process, I say do it, with the proviso that an honest effort be given to finding/providing an analogue to them at a later date. Or not. Just try to keep the really unique pieces if you can, or at least make downloads available to the old versions. Cheers. Edit: Looking over the configs a bit...you've been busy! What I mean is there are custom modules for everything, almost no stock modules at all. It's of course your prerogative, but I would vote keep it a little closer to stock, if only for your own sanity. It also makes it a bit easier for the end user (namely myself) to customize the parts. Or in the present situation, even help out with the upgrade, which becomes more difficult - for example, the Airbrake. I thought to just model it after the stock Airbrake, thinking it used a similar module, but alas, it does not (and looking at the fields it seems to work completely differently).
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They function very similar to Nom-O-Matics, but have a required resource of Machinery, which I am unsure of where it comes from. They also have crew capacity and a life small life support recycler. But yes, the basic mechanic is the same as the Nom-O-Matic, it just has some additional features and one more hoop to jump through. @panachrist When you say "adding additional parts" do you mean more of zzz's work or additional public domain stuff or original creations or...? I'm pretty familiar with zzz's work (I still have all the zips somewhere I think if you need them)...you could look at repurposing one of the domes....it looks "bio-domey" to get all technical. Sort of like the current Nom-O-Matics, but flatter and more for terrestrial bases. There is also a killer radial sphere container (used by a lot of mods now though), which could be used for storage of Noms. Better yet, use a Fuel Switching mod for Supplies/Fertilizer/Mulch. Cheers. p.s. Did you kill the solar panel in the greenhouse?
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Deimos Rast replied to Porkjet's topic in KSP1 Mod Releases
Have you tried it? How do you know it doesn't already? Read back a page for some detailed reports. On a whole, things should be fine. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Deimos Rast replied to TriggerAu's topic in KSP1 Mod Releases
Do you mean my settings.cfg? Here. Give me a second on the save. I uninstalled ARP (temporarily) and no longer have the save, so I'll have to redo it quick (won't be a minute). Edit: Alright, here is the persistent.sfs; it's a brand new Sandbox save, a lot of mods installed (I can strip it down if need be). Only vessel is a stock MK1 Pod in orbit with a Solar Panel piloted by Jeb. I think I'll do a clean install and give you a save of that too. Alright, here is a clean save (renamed ARPpersistent.sfs) install just TriggerTech folder (KAC, TransferPlanner, ARP), MM, and Squad. Just Jeb in an MK1 Pod + Solar Panel on the Launch Pad throwing NRE's. -
Andem is unlikely to be taking this mod over (see here). --- Gravitasi hasn't logged in since Sept 2015 and the license is permissive (Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International). Overall, it seems like a nice little planet pack that's looking for a home. --- I'll see if it works in 1.1.2, with Galactic Neighborhood (it's listed as Supported), which has configs for it, which makes me believe it should probably work. Edit: Yup, works fine. Log seems clear too.
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Space 1999 Eagle **Version 1.2 - .16, hatch & Kerbonaut Ready!**
Deimos Rast replied to RedSpar's topic in KSP1 Mod Releases
So despite the last post being three years ago (and the OP being almost exactly 4), the link in the OP still works and I just downloaded a copy. Looking at the configs, it doesn't use the "new" PART configs setup, it uses the old ways and so a lot of work on the configs would need to be done. Nodes too. Honestly, I'm surprised it's not written in hieroglyphics. I also can't find the license anywhere, so that's an issue. What I'm trying to say is: this thing is old. Really really old. Let it go. p.s. Might be time for a Moderator to lock this one up tight, no? -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Deimos Rast replied to TriggerAu's topic in KSP1 Mod Releases
@TriggerAu Just want to say thank you for taking the time to update this most excellent mod! However, I am having a slight problem with it. Full log here. I'm getting the below error, and its in game the resource panel only displays "No Current Resources Configured To Display." I've used it obsessively before, so I know my way around it, and the settings and what not seem fine (they're the default) and I can navigate them fine. It's just the panel itself is screwy (I can post a screencap if you need it). This is with 2.8.0.0 with Linux 64. I'll note that that settings seem to have correctly imported and configured all my resource definitions accordingly, but the panel doesn't seem to read them (at least that's my interpretation of the ingame message). Cheers. KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.Int32,KSPAlternateResourcePanel.ARPResourceList].get_Item (Int32 key) [0x00000] in <filename unknown>:0 at KSPAlternateResourcePanel.KSPAlternateResourcePanel.RepeatingWorker () [0x00000] in <filename unknown>:0 at KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () [0x00000] in <filename unknown>:0 (Filename: Line: -1) -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Well, I made a spreadsheet of Asteroid resources and their planetary availability. You can find it here. Looking at it, I think Water would be a good choice for one of the ingredients (the "base") due to it's availability but it needs that extra kick. JPLREPO suggested XenonGas, which I like, as it can be mined from Asteroids at a low rate (and does have limited other availability, which I didn't include, since it's <1%). I'll be honest though, none of the ingredients besides XenonGas and Ore (or an Ore/Mineralish analogue) jumped out at me and I was hoping for something more. We could look at gases, but then we might need to configure an Intake to act as a harvester (not the hardest thing to do). Not saying this makes any sense from a realism perspective, but CO2 has some interesting availability (EVE and Duna), whereas Oxygen has Kerbin and Laythe (*yawn*). Those are really the only two relevant gases available in the wild (Argon & Xenon being really low). Edit: I found out you can actually make harvesters (e.g. ModuleResourceHarvester) for Atmospheric (or Interplanetary) resources, aside from just standard ModuleResourceIntake. That opens up some possibilities. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Not the worst idea actually...however, thinking about it though, LqdHydrogen is used a lot by Nertea's mods (Kerbal Atomics/Cryo Engines) and I believe it adds a LH2 ISRU patch to the stock ISRU. Not at my computer but I think it's pretty straightforward, but that complicates things if you have two conversions methods - one really complicated and one really simple. People will gravitate toward the simple one. To try to winnow down the spitballing arbitrarily, I like the idea of asteroid mining for Gly resources, as opposed to planetary. That's not to say they still can't be found on planets, but if they can't be found on an asteroid (that atleast CRP adds) I think it should be excluded. My thinking is they are more prevalent, dynamic and most production will probably occur planet side, and having things a bit more spread out would add to the "fun." I think I make a list of CRP & Stock planet/asteroid overlaps. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Deimos Rast replied to ObiVanDamme's topic in KSP1 Mod Releases
glad to see this is getting some attention still. quick question: if I wanted to create a dedicated high efficiency recycling unit that can only recycle, but would produce MaterialKits, ExoticMinerals, and RareMetals (at variable quantities), would I just use 3x OseModuleRecycler with different ConversionRates? My only concern is that it might triple my ElectricCharge usage (I could always have them run on separate resources I suppose). Or I could have a fourth OseModuleRecycler producing ElectricCharge to offset the cost maybe? -
Just popping in to say I like your texture work especially the PP ones. Also, another vote for the hanger/walls and such whenever.
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[1.1]Hullcam VDS - mod adopted by linuxgamer
Deimos Rast replied to Albert VDS's topic in KSP1 Mod Releases
The initial source was linked to that ol' MED1A.FIR3 site but got killed; it still works if you fill in the blank. Here is a rehost of it; license was GPL, and still is I guess, I didn't change anything, just looked inside and, yup, looks like sourcery. It has filters. -
Well, SirDragons was being maintained by @DMagic and he might be willing to do a recompile for 1.1.2, but he's really busy. You could try asking in the SirDragons thread. Otherwise, I have a working version of Val's science backpack, but can't do anything with it due to licensing. Basically, look at a command pod, find the science container module, and add that to the backpack. You can then store science in the backpack. Look at the KIS wiki for how to attach parts to things, or better yet, find a working item that works as you want it to, and borrow the code from the config. An example would be the EVA-X backpack from Universal Storage, which Val's backpack was based off of. That should be enough to get you sorted.
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Deimos Rast replied to icedown's topic in KSP1 Mod Development
@icedown People have already mentioned TST and Research Bodies, which are both run by @JPLRepo. I asked him awhile back about support for CactEye in Research Bodies and he said basically, well you can read his response here. Keep in mind he's literally just started working on ResearchBodies, and has a lot of plans for that mod. Once things settle down with CactEye a bit, and he makes some head way with ResearchBodies, I recommend having a chat with him (if he doesn't show up here first). It would be a great to pursue compatibility at some point in the future. p.s. Congrats on the promotion. -
Astro/Cosmonaut Heads for TextureReplacer
Deimos Rast replied to Christronomy's topic in KSP1 Mods Discussions
I don't think human faces translate too well into Kerbal dimensions, but you've done a damn good job! Still has a bit of the creepy factor, but oh well. Curious to see what the women will look like; not too eager to find out- 36 replies
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Many thanks! Slight bug report: the "Remove Toolbar" button doesn't seem to work 100% of the time. It might require a scene change, but on restarting KSP it's back again.
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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
That looks interesting, thanks! My point was more along the lines of "I don't know of a mod off hand that has LqdHelium mining already in it" so we might have to remedy that. I'll confess and say I don't have the most experience with ISRU, so if I can't find a ready example of a mod that does it already, I'd be reluctant to break new ground, as I'm probably not the best candidate for that task. The reason I like Ore/EC/Xenon or Water/Xenon is they're easy to understand, almost entirely stock, CRP adds them to asteroids and planets, thus making obtaining them easier. And I have a lot of mods that already have ISRU setups using similar resources that I can peek at. I know LqdHelium is in CRP (at least I'm pretty sure on that), but I personally have never used it. So while LqdHelium seems spot on from a realism perspective (and much better than Coolant for example), personally, I'm not sold on it from a gameplay perspective, which is more where my mind is at. I should also add I'm one voice of many on this (I just talk a little louder than others) and JPLREPO has the final veto. Conceivably, if demand were high enough, someone could write a patch to convert whatever we come up with (assuming it's not considered "realistic" enough) to LqdHelium or whatever, similar to what the mod KerbalAtomics does with converting all Nuclear Rockets from LiquidFuel to LqdHydrogen. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Quick yay or nays: How long, ballpark number, to produce 1 Gly? We need 5 minimum remember. Core Heat? Thermal efficiency? Specialist bonus? If so, maybe scientist? Same form factor or resizing this ISRU at all? Multimodal (added ingredients for faster times)? See xenongas infused idea Needs Gly to make more Gly? A "seed" -
[1.1.3] TAC - Life Support v0.12.2 - Release 03 JULY 2016
Deimos Rast replied to danfarnsy's topic in KSP1 Mod Releases
@BirchMonkey857 Looking at the screenshot unfortunately just says it's a generic NRE description. Can you try to get a log again? I know you said you had issues with it last time. Try creating a copy of the log and uploading that to GDrive. See the info below for which log. Sorry. Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log- 200 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
Problem with LqdHelium is I'm not sure exactly how to "mine" it and we're trying to make this a somewhat renewable process. It makes sense from a realism perspective, but I'm not so sure on the gameplay aspect. Minerals could work though - I think RareMetals was just a way of increasing the expense/rarity of the reaction. This is all just spitballiing for now, until JPLREPO decides on something -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Deimos Rast replied to Papa_Joe's topic in KSP1 Mod Releases
Did I really just not read 3 posts up? I hate it when people do that, they're the worst. In my defense, I did read the changelog.... I'll give the dll a go, thanks. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
@jlcarneiro Thanks; I'll preface this by saying I'm not JPLREPO and he can obviously give you better support than I can, but looking at your log, I see the below error. Check your file path: "REPOSoftTech/DeepFreeze/Icons" and look for DeepFreezeEditor.png if you don't have one, something might be amiss. I think so, because earlier in the log it seems to load the icon. Also, you might consider uninstalling AutoRove, as it's way out of date and throwing a lot of errors (see the beginning of the log). Or try the unofficial update for 1.1.2 found here (I haven't tried it). Cheers. IsolatedStorageException: Could not find a part of the path "/home/jlcarneiro/GameData/REPOSoftTech/DeepFreeze/Icons/DeepFreezeEditor.png". at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at System.IO.File.OpenRead (System.String path) [0x00000] in <filename unknown>:0 at System.IO.File.ReadAllBytes (System.String path) [0x00000] in <filename unknown>:0 at DF.DFEditorFilter.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32)