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mousethethird

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    Bottle Rocketeer
  1. When I attempt building in the VAB, I can only scroll up about halfway. It's minuscule, but wow, it is incredibly annoying. None of the mods I've installed should affect that, but I wouldn't know. I tried Hangar Extender as a last ditch, but to no avail, still hitting that invisible ceiling. I would dig around in the game's configs but I could have zero clue what to look for. Any help would be rad. Mods installed (ckan): ATM Basic Ambient Light Adjustment Aviation Lights Buffalo MSEV Collision FX CCC Contract Configurator Crowd Sourced Science DMagic Firespitter FTP KJR KerboKatz MRS RPM SpaceY Lifters TweakScale Toolbar USI Survival WildBlue Tools
  2. AVP Interstellar V2 has proven time and time again that it doesn't cooperate with my system, which is a tad strange considering that every pack before it worked flawlessly. But, Interstellar has such rad visual effects. I know the solar flare is a thing that is built into KSP itself and is relatively simple to change, but will the rest work with Edge of Oblivion? Dust, sandstorms, snow, atmo scattering, lightning, etc?
  3. I expect this to have already been said, but Interstellar V2 crashes my game every time I start up, even on the lowest possible settings, the most aggressive texture management and regardless of mods installed. Any fixes/whatevers?
  4. With motherships, you get everything a mission needs all in one big, laggy pack. All benefits of a station, all slapped together for transport, landing, and in this case, refuelling. I guess it's more the thought of realism than anything else for me; you wouldn't stuff a few humans into an Orion without a habitat for em on a 9 month journey to Mars. But, for probes, there's not a problem sending them to other places individually, other than me having to oversee them individually. I might just do that. As far as bringing refuelling things with me, if I do that, I can "hop" from planet to planet. If I refuel around Duna, I can send a fully fueled ship to Dres more efficiently than direct from Kerbin. And then, more efficiently from Dres to Jool. Kerbin-Jool direct ~ 9000 dV with Kerb launch included. From Dres, only about ~4700 dV. With refuelling at every stop, I could effectively do a grand tour if I wanted.
  5. You do make good points. For me, it's all about the fuel; the more there is that can be used, the better. After some research, yeah, ground conversion does sound like the most simple and efficient operation. I don't feel that shipping an all-in-one is necessary, but fuel getting sent up instead ore seems like my best option. I'll get on redesigning my station/mothership to accomodate. If any tips on making either ground refineries or balanced motherships could be thrown out there, I would appreciate it. The ISRU conv doesn't have surface attach, which is a serious setback for me making it land-able. I'm just gonna get stock joint reinforcement and try not to worry about wobble. Also just real quick: all the pros/cons listed in op are specifically for me. I'm not the best designer.
  6. While that thing is absolutely beautiful (and oh my god, it has portable stations? ), it would leave my computer smoking and sputtering. Ive cobbled together a more modest design for a Kerbin-Duna transfer, with my proposed back and forth lander and ISRU converter built into it. Since I still havent figured out my ore collection method or Duna Surface Stuff, it's not moving anywhere for right now. Its more or less just going to go into its orbit and stay there as a station, either in Ike or Duna orbit. The way it's currently put together, it requires mass to be balanced around the sides to keep it from rotating (or powerful enough reaction wheels). Its a low part thing, not meant to be complicated or extravagant. Also note - Docking port on the butt end of the lander. I think thats where my Ore collector with sit, with etc on the four other ports. And of course, modular to a certain degree, but not Jool-grade. It's a pretty little thing, imo. The mass balancing is what sets it back, but I purposely didnt want to use cargo bays (I feel they are too big and clunky, and they wobble so much)
  7. You are correct; note, this is Ike thats gonna get drilled into. With rcs lateral thrusting and high twr at the surface (with Ike's low-ish gravity) it's not too difficult, though yeah, probably too much hassle for a simple ore collection. Throwing some wheels and a claw on the upper half might prove easier. (btw, really diggin' the support and kindness dude)
  8. I just thought of this; A two section mining rig -- One half, holding the drill, batteries+solar/rtg, a probe core, structure stuffs and an upwards facing docking port. The other half, some radial engines, a fuel tank, an ore container, another probe core, bat+solar/rtg, and a downward facing port. That way, the drill can stay on the surface, and just the ore goes into orbit. Quick and sloppy, but it fufills its duty. Of course, I could make it more aesthetically pleasing with some time, but it's function over form for me right now. Missing are rcs thrusters for the top section. (legs are from MRS, rest is Ven's stock revamp btw)
  9. Whooph. Quite a complex operation. My planned mining operation on Ike was a lot simpler. An ISRU converter is attached to an interplanetary ship in orbit of Ike. Docking ports, holding ore ferries with drills, a Duna rover, a Duna Lander, and a habitat that stays on Duna. How all of that would get to Duna is beyond me, its one of the design challenges Im having right now. Multiple launches, yeah, but I like all-in-one launches. Ship drops off Ore ferry to Ike, it fills up, it takes off and rendezvous with the station, and everything gets refueled. Repeat as necessary. Other three get dropped on Duna, with only the lander going back and forth. Other habitat components get shipped from Kerbin every so often. Maybe, if I can design it properly, refueling station (mining and conversion direct on surface) on Duna. Eventually, if I can get a working design, I'll end up sending this type of mission to Jool. I guess the entire op is a test run for that, where fuel would be most needed for moon-hopping out by Jool.
  10. The way you worded it really clicked; A lot of my problems didnt take fuel ferrying into account. It seems kinda weird to me to spend fuel to put more fuel into orbit. I am absolutely awful at building land bases/ground docking, so I feel In orbit ISRU is the way to go. Unless of course there's a way to make ground docking less of a hassle to line up and etc edit: I didnt even think of the claw. my palm is placed firmly on my face. Please do! I'd love to see what others have going for this.
  11. So, I wanna set up colonies/refueling stations all over Ike and Duna. What would prove more efficient/least difficult? I've already made a pseudo-list of pros/cons of each. ISRU Refining in Orbit +Dont have to worry about lining up docking ports on the ground. +Less delta-v spent. +Craft not meant for landing have a source of refueling +Overall simpler design +Able to move into other orbits -Generally heavy -Wobbly, with stock joint strength (given that a linear design is chosen) -High part count -To refuel, you need to go through the hassle of rendezvous and docking -Ore needs to be ferried to orbit, instead of converted on the surface after its mined ISRU Refining on land +Immobile, so no fuel spent moving +Hell, maybe even mobile on land with wheels +All the heaviness is "negated" by being grounded (not a problem, imo) +Could be built into a ground base +No need for ferrying +Stable +Depending on the celestial body, more sunlight, therefore more power -Hard to land on some celestial bodies -Spend fuel to refuel other craft -Lining up docking ports on the ground And of course, this is just a list off the top of my head. Any others want to add to the list for either? I myself lean more towards in orbit ISRU, but I really can't build any efficient designs that encompass what im looking for. Suggestions would be nice, and I'll add pros/cons to the list as I see them; as for actually building the thing, I'll take suggestions there too. Edit: I more-or-less got the answer I was looking for, but feel free to add more stuff, designs in particular.
  12. Yep, figured it was mods. Until someone can find a way to rock out the incompatibility, I'll throw both MRS and CCC on standby.
  13. So, some engines (all stock afaik, mod engines arent being affected) have their shroud and tank fairing stuck to them. Ignition doesnt decouple anything, but the engines still work. Might be mod incompatibility, but I have no clue what would cause it to happen. (small image b/c whatever) Anyone else having this problem?
  14. Specifically with this mod, I find that some control platforms are inverted (canards and other all-moving wing things), and go down when pitching up, up when pitching down, etc. Through my testing, it looks like it's only with pitch, and yaw works just fine. Not sure about roll. Also, if it were not too much to ask, is there a way to make the shroud on the new Mainsail able to have surface-attach? Control platforms just look a bit dinky so far up the rocket. EDIT: The control surfaces still work as intended, but still do the invert-y weirdness.
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