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Everything posted by Mandella
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KSP Interstellar Extended Support Thread
Mandella replied to FreeThinker's topic in KSP1 Mods Discussions
Can't speak for Uberns, but I have to admit that I've been RPing it just that way. In my current RSS campaign I allow no nuclear rocket launches from Earth. Once in space, anything goes. Also, depending on how you advance along your science tree, you can get to beamed power before heavy lift nukes -- or at least you can in my somewhat modified tree. -
I wonder if you could be talked into considering loosening that stance a bit, at least as an option? I've always thought you've placed the unlocks for the various parts somewhat too high in the Tech Tree. For instance, I've not been able to try out the highly anticipated Remote Vehicle function of the Squadron module because I'm still mucking about building stuff in low Earth orbit for this game (using RSS, obviously). I'd love to have a TCA-for-all option here, since it'd be a big help automating some of the more repetitive aspects of station building, but it's going to be a while before I head up that branch.
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Thanks for bringing those to my attention (I didn't know they had been continued/updated), but it brings to mind something that has been bothering me for a while: Is there any mod that will allow me to simply double the size of the buildings in KSC? When building real scale launchers for RSS, well, they look pretty funny sitting on top of the toy stock pad...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Mandella replied to RoverDude's topic in KSP1 Mod Releases
You might also want to install Extraplanetary Launchpads. It works with MKS, although it is being depreciated since Roverdude is working on his own version. Still, until that rolls out, you can use EL to fully assemble base subsections on the ground, then manually (use the construction equipment in MKS along with KAS/KIS) move and connect them to the rest of your base. ...... Input on breakdown/wear mechanic: Just two things, one which might be impossible, so let me start with that one. Whatever system is put into place, I would hope that there can be some way to warn a user if a part, even in a distant base, was in danger of failing (or had already failed). I know that this is not as easy to do, since nothing is actually running in the background and everything is calculated as a catchup mechanic, but still... Same thing really for the habitation/supply system. It can be distressing when you've miscalculated something and your Kerbals starve out there without ever trying to call for help. The only other input I have is that I think it would be better to decrease instead of increase resources that have to be tracked. Using Material Parts and Specialized Parts would be fine for general maintenance -- no need to bring back Machinery or Replacement parts. We just assume those are included in the other. -
As I understand it, that was tried but it produced unacceptable lag. I have no idea why it would in RSS but not in vanilla, but it did. I would also love to see the problem revisited when RSS development resumes.
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KSP Interstellar Extended Continued Development Thread
Mandella replied to FreeThinker's topic in KSP1 Mod Development
Both those issues are known, at least to me. I think the Wasteheat production issue is a matter of rebalancing -- everything seemed to jump up a bit with this latest version. The other issue is I think a bug. That combined with the fact that Wasteheat does not dissipate in the background (you need to be focused on the ship or have it in physics range to lose heat) has insured that I always have Hyperedit handy. I just calculate how much heat I think I should have, and adjust accordingly. Hey, it's a workaround. Edit: This should probably be over in the support/release thread. https://forum.kerbalspaceprogram.com/index.php?/topic/155255-131-ksp-interstellar-extended-kspie-1161-20-10-2017-support-release-thread/&do=findComment&comment=3236043 -
You can choose a 24 hour clock in the KSP main menu, and then all the USI settings are tweakible from the Space Center menu, so pretty much you can make it as realistic as you want with no problem. You'll need to do the scaling yourself though, but you won't have to edit any files or anything. As far as I have noticed, there is no conflict mechanically with any of RSS's mandatory dependencies and USI, but watch out for Kerbalism -- they don't play well together at all.
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KSP Interstellar Extended Support Thread
Mandella replied to FreeThinker's topic in KSP1 Mods Discussions
So I had an engineer on EVA near one of my early generation Solid Core Thrusters, when I noticed the option to "swap fuel" in the right click menu for the engine. I clicked it, and now I have both Enriched Uranium and Plutonium-238 listed as a fuel. My question is what happened, and does it matter? Where did the Plutonium come from? Did the reactor breed it? Is this a glitch? Does the engine run better with Plutonium? I went back and searched through the wiki's and found nothing about the matter at all. Oh, and if I click that option in the VAB I get continuously scrolling spam of the "Swap Fuels" button. Version 1.16.1 on KSP 1.3.1 and Win10. -
No idea which is more common, but I use USI-LS just fine with my RSS install. But then, I've dragged my 1.2.2 RSS all the way up to 1.3.1, but not without some kicking and screaming. To the OP, sorry I don't have anything more concrete as I'm out of practice with 1.2.2 now, but if you pair up the proper version of USI to the 1.2.2 it *should* work.
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[1.3.1] Cetera's Suits for TextureReplacerReplaced
Mandella replied to Cetera's topic in KSP1 Mod Releases
Really enjoying the look of the new suits and helmets in game, but is there a way to disable them on the menu screen? I'm afraid the partial transparency that looks so good while the whole game is running makes the poor kerbals seem to have their helmets filled with some yellowish liquid when viewed on the menu screen.... -
[1.3.1] Cetera's Suits for TextureReplacerReplaced
Mandella replied to Cetera's topic in KSP1 Mod Releases
Looking forward to downloading and trying these! Love the design all the way around. -
Just as a heads up, IIRC Angel-125 has a few docking ports in his DSEV pack which might do what you want. The Mk1 and Mk2 ports will dock normally with the Clampotron Jr and regular Clampotron respectively, and has a welding option for when attached to other Mk1 and Mk2 ports. I'm not able to check right now, but if not there check his M.O.L.E. pack.
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KSP Interstellar Extended Support Thread
Mandella replied to FreeThinker's topic in KSP1 Mods Discussions
Er, checking the front page I still get a bunch of "LINKS REMOVED BY MODERATOR" notices instead of the download links. Is this some sort of caching issue on my part or a mistake? I assumed because the thread was reopened any license issues had been resolved. -
It should be the XT-L-KRAB "Landertron Box" which is included in the download. I haven't actually used this mod though, although I will be. In fact, I just put together my own jury-rigged version with manually controlled downward pointing Separatrons to give a slightly overweight capsule a softer landing. I should have known that someone in the community would have already done a mod for it!
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[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Mandella replied to NecroBones's topic in KSP1 Mod Releases
Soooo.. While updating my mod heavy RSS game to 1.3.1 I belatedly noticed that SpaceY is technically not compatible with anything over KSP 1.2. The thing is I've been using the parts "just fine" for months in KSP 1.3.0 -- at least the solid fuel strap on boosters. So what's the problem? Maybe nothing, since if it works it works, but I'm wondering if I'm missing anything. Is there some problem with continuing to use an obsolete parts pack like this? Some issue that might be causing me trouble that would not be directly connected with the parts? Because I'd sure hate to lose the SpaceY solid boosters, just from the aesthetics alone. -
This is great! Looking forward to trying the new features out as soon as I can upgrade to 1.3.1. Yes, I'm one of those guys waiting for mods to catch up -- upgrading KSP to even a new minor release is always an all afternoon affair, especially as I run RSS...
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Good old linuxgurugamer! Is there any mod he can't resurrect!? Thanks for the link, I used to use this very mod, nice to see it updated. Sadly, it still does not function in jetpack mode -- the Kerbals have to walk. But back to allista's mod -- even without being able to remotely control Kerbals, just having the ability to give TCA commands to other ships without shifting focus is going to be great for any of us who base build or just like to sit comfortably in a mother ship and boss everybody else around.
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That would be super! Just as you're showing it would be extremely useful and fun to play with, but... Since no project is complete without creep, would it be feasible to control EVA Kerbals with this or a similar system?
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That was hilarious, and great EVA control btw! In other news, TIL that your autopilot can control a ship not in focus. I had no idea. Tell me, how feasible would it be to develop a remote control for ships you are not focused on? Just basic stuff like attitude control and such -- it would be really handy for docking, not to mention the cinematic effects one could produce if you aren't having to switch control focus all the time.
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Known issue for a few versions, I think -- at least for me. Workarounds: 1) Some have reported that putting the decoupler and the engine in the same group in the staging list works, although that doesn't allow any pause between firing the engine and staging, and 2) watching the launch and tapping spacebar at the appropriate times.
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I've found the sweet spot to be around 30 km to get a consistent close landing spot from Mechjeb. Honestly at this point it works more as a monitored flight, landing and docking assistant than a fully automated independent pilot. Still extremely useful, as I let Mechjeb set up my basic approach and then heavily tweak it and maybe grab control for the final approach. Admittedly that works better for high space maneuvers and docking -- for landing I just set up the approach to give MJ as simple a solution as possible. Oh, and yeah that "G" key workaround has been a thing for a few versions now for me.