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degenerate

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Everything posted by degenerate

  1. Hi @JadeOfMaar First of all, thanks for keeping OPT alive, such an amazing mod and I can not see myself playing without it. I've recently gotten back into KSP after a few years away and while I understand why you tweaked the stats of the engines I personally liked the older versions, especially the dark drive. I've gone through most of this thread trying to figure out how to revert back to the old ones but I am either an idiot or it hasn't been mentioned. I love building massive ships/shipyards and the Dark Drive was the perfect engine for that, but with the current specs it is definitely not a perfect pick for it. Loved the J-61 for large SSTOs too, but now that it consumes a ton of EC it's not useable for my needs anymore. Again, definitely not knocking your choice to tweak them, it makes perfect sense but I would definitely prefer the option to play with the untweaked specs again, is there a simple way to do that?
  2. I've been having a problem with Mechjeb. Whenever I activate the landing guidance the warp function pretty much breaks, it'll teleport my craft a bit ahead on the orbital trajectory and send it waaay off where I want it to land. This problem persists with the craft even after I do a landing without auto warp activated and endure the ages a Minmus landing will take. If I launch the craft for orbit after a landing it'll bug out the second I try to hit warp. I've tried googling the problem but came up short handed unfortunately... Anyone experienced something similar? Unfortunately no logs as it wont make the game crash, and I'm not very tech savvy...
  3. Awesome design and detail, wonder how long it'll be before we have aircraft carriers pulling 255km/h here on earth eh
  4. These used to be stationed a stones throw from where I live, along with the Saab Gripen and Viggen, you've caught the resemblance spot on. Highlight of our day at school when these would take off just a kilometer away and fly over us, such beautiful planes.
  5. Throttle Controlled Avionics is an amazing mod for VTOL ships. https://forum.kerbalspaceprogram.com/index.php?/topic/97154-143-throttle-controlled-avionics/
  6. And it's finally been made! My first (and so far only) colony ship, it carries the incredibly boring name of "colony ship". It's powered by 4 OPT Dark Drives and has a whooping 11k dV when fully fueled. It holds 203,8k rocketparts, and with a mobile VAB and Orbital Pad it can build a lot of stuff before needing to refuel with more rocketparts. Has room for 35 kerbals, and a bunch of different sized docking ports that will allow extension modules of all kinds. Not really an OPT craft apart from the dark drives, but it'll play in a lot with my other OPT crafts.
  7. Nothing, it was just a test flight with 1 pilot onboard, the idea is to use this spaceplane to transfer crews to/from my Duna stations, not yet designed the mothership that will eventually go there with a ton of rockerparts to set it all up, but all in good time
  8. Needed something with a bit more capacity, so I made a larger version of my previous crew transport SSTO. Has ~8.5k dV in LKO and can carry 24 kerbals. Getting into LKO. On its way to dock with my small Minmus orbital station. Docked!
  9. My #1 go to SSTO for getting Kerbals into space. Has just under 8km/s of dV after reaching orbit, typically send it between minmus and kerbin stations a few times for crew transfers before going back down to the KSC for refueling/offloading kerbals. Flies like a dream, and 2,5k monoprop is more than enough for docking a bunch of times.
  10. That's the one! That combined with EPL makes for some amazing gameplay, many thanks!
  11. I remember using some of his mods, I'll give them a look again, thanks!
  12. Been using KW for years, never noticed there are any parts for building ships (such as the EPL launchpads) or the workshop part I mentioned, you sure you understood me correctly?
  13. Hey, firstly, I have to say that I absolutely love this mod, it adds so much to the game and I can't imagine playing without it. About a year or so ago I had an awesome orbital shipyard which used a part called orbital pad, and another part called something something workshop, I believe they were from the same mod. The workshop module was pretty big, kind of looked like a stretched out hitchhiker can, and had room for 12 kerbals I think, also had a great workshop productivity factor. If anyone has any ideas of which mod that was I would be so grateful, can't for the life of me remember which one it was. Lastly, EPL has been working great for me in the latest update, granted I haven't gotten round to the whole mining, smelting and making rocketparts yet, just been sending up tons of rocketparts from Kerbin to assemble a few orbital stations and shipyards before I venture to any planetary surfaces. Thanks again for a great mod!
  14. This is the kind of stuff I come on here to see, nice one man. Have you tried enabling unbreakable joints to make it rigid, without having to use 500 struts...? I know it's "cheating" but it's not like you're gonna fly it anywhere
  15. I had to scratch my previous orbital shipyard above Minmus due to extreme instability, so I downloaded the B9 HX parts pack and got to work again. I give you, the Minmus Dirtyworkz! (anyone who's a fan of hardstyle music will hopefully get the reference) It's a behemoth at 3262 tons fully loaded, with features like: - 291k rocketparts (you'd have a hard time finding a craft this sucker cant build) - 180/148k units of Lf/O, it can send any built ship away with full tanks and still have loads of fuel left to refuel other ships. - 25k units of monoprop, only meant to refuel other ships. - 2 helluva strong reaction wheels take care of all bending, twisting and rolling, using RCS thrusters would be incredibly inefficient. - 1 nuclear reactor capable of putting out 3000ec/s, although it's standard setting is at 60ec/s, giving it a core life of 250 years! - 4 Sr docking ports, 4 reg docking ports, 4 jr docking ports. - Roughly 2,7k dV fully loaded, giving it the ability to leave Minmus and head back to Kerbin if needed. - And last but defnitely not least, a MobileVAB stocked with 12 engineers, ensuring a high effeciency for building crafts which spawn up front at the OrbitalPad. It's purpose is to orbit Minmus at 16km altitude, pumping out whatever crafts the kerbal government can think of, they opted for an orbit around Minmus because of it's very low gravity, sending up more rocketparts and fuel from the surface is a lot more cost efficient than resupplying stations around Kerbin.
  16. My Minmus mining operation, had to use HyperEdit to get it in place so it's not nearly as impressive as the other submissions in this thread, but I still felt like sharing. Capable of producing ~15k rocketparts per day, it will most definitely play a major role in getting my Minmus orbital shipyard up and running.
  17. I'd complain about the size of save files too, but then I remembered that my Battlefield 1, 3 and 4 folders takes up 168gb together and all of a sudden my KSP folder seems so small, especially since I only play BF about an hour per month... Just delete your old saves as time passes, I honestly don't see the problem.
  18. Colony ship/station Designed to colonize distant planets and moons, upon arrival this station can start building base modules to be sent down to the surface. Carries ~43k rocket parts and has 11k dV fully stocked at just over 400t. Meant to be accompanied by a refinery ship and a tug or two carrying structural and fuel modules that will all fit together to make a large station (these are still in the design phase...). Once a surface base has been established and rocket parts start making their way up to the station you can simply build a new station, undock the ships and send them over to the next planet and start the process over Tug is on its way with refinery ship and some structural parts
  19. Mate, if you're not up to date with OPT I recommend downloading the lastest version, and taking a look at the J-81 (Legacy only) engines. As far as futuristic space programs go (honestly realism goes out the window the second you look at SSTOs anyways) OPT offers the best. Get the latest OPT Legacy patch and have a look at the J-81 engines. Seriously if you have OPT and OPT Legacy installed then Rapiers are HORRIBLE and you should NEVER use them unless you're trying to challenge yourself. Get on the J-81 train mate, it's amazing Don't wanna pee on your ta tas mate but you're literally the guy who cries about a fire extinguisher after he sets his bloody stove on fire, mate.
  20. Found the problem, it was a KAS port at the rear... Fixed link: https://drive.google.com/open?id=0Bx-awuyHxsTFXzlwR3kwRnprRVk
  21. I must have forgotten some minor detail, will look into it next time I'm at my computer and try sort it out
  22. I really like the look of them, but unfortunately they make my planes incredibly sensitive so not much of a fan besides how they look
  23. Here they are without RCS so you can use whichever you like Juno https://drive.google.com/open?id=0Bx-awuyHxsTFOVVxeEZNTE9ESHM Tiny SSTO https://drive.google.com/open?id=0Bx-awuyHxsTFYlRfLTNPVmlRTDg
  24. Girlfriend went away for the week to work, I can finally get some time in on KSP again... My kerbal expanse is in full fledge and I had a need for a new larger way of transporting crew. I don't use rockets unless it's to haul up rocket parts to build stuff in orbit, so SSTO was the only way to go for me. I've not made up a name for this one yet, but it's a Juno class SSTO that can carry 6 kerbals in the cockpit and 40 more in passenger modules. It has 9k dV if refueled in LKO, honestly can't remember the dV left if you fly it there because my OPT crafts have a habit of dancing tango if you try to change direction with them and I couldn't be arsed to get a proper reading in again, but 6k dV+ sounds more than fair. Powered by 2 J-92 and 4 J-81 engines. Watched Avatar the other night and couldn't let go of how awesome big dropships look when their wings start at the top of the fuselage. No clue of how it would affect the aerodynamic model of my craft I set out to create a dropship that could get my rovers/modules to mun/minmus while looking somewhat Avatar-ish. I think I did rather well actually, the 10 vernor RCS thrusters at the CoM (ish) makes landing on moons very easy. I use the retractable RCS thrusters from KSP-Interstellar (please implement similar ones into OPT, they are amazing) for orbital movements, although all my crafts can have the monoprop tanks swapped with liquid/ox and use vernors instead, but then again those wouldn't look as sleek as the KSP-I ones do when you active them, hhhhhnnnnnnggggghhhhh The fuel tank in the bay is just for testing how much I can pull into orbit, that's an 18t tank and I got to my destination of Minmus surface just fine, landing and taking off vertically is no problem, and neither is getting back to and landing on Kerbin without refueling. Only flown this plane like 3 times and I already love it. It's amazing. Maybe it's maybelline Oh, and there's a cargo ramp on this, so you can get your rovers and what not transported to your bases in style! But honestly, the real gamebreaker on this one for me was using the wing pylons on the "wrong" way to offset the CoL further up, I've played with this mod for over half a year and it never even occured to me.. Powered by 2 J-61 and 2 J-81 engines. Will put up links to crafts without RCS thrusters if someone wants to try them, apart from those these crafts are stock apart from OPT.
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