Das_Sheep

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About Das_Sheep

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    Rocketeer
  1. Will go with something along those lines, although for the base start I just used a couple of pre-positioned probe drops with 7K rocketparts each (configurable containers and orange tanks) and then dropped a glorified lander next to them filled to the gills with engineers and a pilot and just enough life support to last until the recyclers were built. Was only asking as I had visions of an absurdly sized rover wandering around mining metal ore, but I've actually looked into the kind of mass that creates having even a couple hundred units and I suspect I'm better feeding it into a smelter as I mine it anyways. So I guess I'll just have to find another excuse to built a giant rover, what a shame.
  2. Apologies if this has been asked before, had a rake around and couldn't find something exactly what I'm after - is there a way to add additional resource toggle options to the stock drill? Would like to add an option on the stock drill to mine MetalOre from EPL while retaining the option to mine Ore as well. Something along the lines of the stock IRSU where you have multiple actions that can be toggled on or off independently of each other. Have added the following to DrillUpdates.cfg in the root of the GameData folder - am I missing something very obvious as to why this wouldn't work? @PART[RadialDrill] MODULE,0 MODULE { name = ExExtractor ConverterName = Metal Ore ResourceName = MetalOre Rate = 4 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24 } }
  3. So here's another question - Is there a way to make the stock drills mine metal ore and/ or ore (I believe it's this mod that implements it)? Or is there a parts pack that changes out the augers with deployable drills? By no means is it a criticism of the mod - it's great and adds something I really like.
  4. So I've got a plan for an absurdly sized freight shuttle to ferry either rocket parts, ore, or whatever in-between that gives me the best deal for shipped items from a mining base on Minmus to an orbital assembly facility to Kerbin orbit. Let's just say this thing shall end up less than aerodynamic. What's a good rough altitude to aim at for aerobraking without risking detonating a good few thousand units of expensive stuff? Or is it even worth bothering and just accepting I use a bit more fuel?
  5. Started playing because I saw it on a friends Facebook and went "hehe, exploding things" and it was cheap in Alpha, kept playing because it was (or could be made to be) everything I didn't even know I'd been missing from a game until then. Still playing because I read The Expanse series, fell in love with it and feel the need to go about building Belter-esqe ships throughout the system and this game lets me follow through on those mad ideas.
  6. Still want that screenshot?
  7. Thinking about it that might be the case. I've always read it as "Total available (-number)"
  8. That's what I thought. But just done a rescue mission and the message you get in flight says 10(-10) and I've only got a 50% commitment to said strategy. And I do have outsourced R&D on, it's at 25%
  9. It's pretty likely I'm just missing something here, but... Committing to a strategy. Say giving up 25% of reputation for science instead. Shouldn't this be taking 25% of all reputations gains and not 100% of some?
  10. Is the current version Heat Control compatible with KSP 1.2.2 and if so is there a way to force install even if metadata isn't getting updated as I can understand not wanting to have a system having incorrect version numbers installed?
  11. Hopefully an easy one - has anyone else had an issue with input locks? Can get them cleared so it's not a game breaker, just a bit annoying. Description on the Alt-F12 has "EL" in it - anything to do with this mod? Can get a screenshot or better description when I get home.
  12. Just, alllll of the reaction wheels and additional RCS?