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About bigcalm

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  1. Laythe sea-level air pressure is about the same as Kerbin at 3000m. So if you want to test a plane or parachute system before you go, go and land on a mountain at Kerbin and see if you survive. Laythe is almost all sea, with a few small islands. Landing without wings or aerodynamics on your vessel(s) on actual land is going to be tricky and you may well end up in the drink if you're not careful. The parts of Laythe that are land tend to be pretty darned hilly. Again, go and land on a mountain at Kerbin - hilly terrain is what you'll get on Laythe - and practice makes perfect. SSTO planes will work better on Laythe than on Kerbin. Essentially, if you can build an SSTO plane that works for Kerbin, it'll easily work for Laythe. However, do note the requirement for being able to land safely and successfully at 3000m altitude on Kerbin. I am currently sending a USI base to Laythe, but I've made all the separate bits a winged vessel that can fly in an oxygenated atmosphere and survive re-entry into Kerbin's atmosphere (ignoring interplanetary pushers that will get thrown away). Including a EPL runway that will allow me to build more stuff when I'm there, I think the vessels I'm sending are some of the craziest I've ever designed, but they're all well tested and should make it.
  2. I don't think that Project Starbridge would be possible. Firstly, the vessel in a 10km orbit is going much much faster than the surface. In order to build a useful space elevator like this, the top of the elevator needs to be in synchronous orbit - for Dres this is around 700km away from the surface. Good luck getting a stable craft that's 700km long! You could possibly edit Dres's rotational speed and then it might be possible - but you'll run into issues with strength. A 10km craft is going to break rather easily, and to be honest, I'm not sure KSP's physics will even model it correctly. If instead of being a space elevator it's just a tall tower, you're not really saving anything by doing this - landing craft at the bit that's 10km high would be no different to landing on a 10km tall mountain. Secondly, physics range would have to be extended - yes this can be done with mods but there's a limit to how far you can extend it and you certainly can't get 700km.
  3. A follow up to the flying brick, the flying runway!
  4. A brick that flies! Hurrah!
  5. Pilots only is a bit too much (though could be an option within the mod) - allow any crew member to operate the throttle - you've already got SAS restrictions and such for that, and would likely be incompatible with other mods that create new professions. The fact that people bother to put a probe core on a vessel means it can still hold attitudes (prograde, node, etc.) and SAS could be available there (perhaps you could have a rule that if no probe core and no pilot, nothing is allowed - whereas if there is a probe core any crew member can do burns/operate MechJeb). For 5, the way I'm running this in my career is that if a crew member is within physics range, the burn is allowed - even if the burn time will mean that the pilot is no longer within physics range at the end of the burn. Not entirely sure how you'd code for this. The complication with my career is that I have RoverDude's MKS + Life Support, meaning that any interplanetary vessel kind of needs a minimum of around 30 tons of supplies, habitation space and suchlike. Not easy to put up SatNets around Moho with this on!
  6. I've been running suicidejunkie's "Pilot's Union" rules in my own career game, and I'm really enjoying the additional challenge. I also have "Better than starting manned" and Life support mod installed, making this even more challenging! (Lots of planes to start!) Because of the life support thing, I've decided to run this in two phases. First phase: No robot shall be in command of an engine. Burns made by a robot/probe are ok as long as a member of crew is within physics range at the start of a burn (this is to allow early interplanetary burns without having to take actual crew). There are two exception -- deorbit burns for discarded stages are ok, so I don't have to delete debris. Burns beyond Kerbin's immediate influence (i.e. Solar and other planet burns) are permitted as well. Second phase: This phase begun after a Kerbal successfully made an EVA in orbit of the Sun (around day 40 in my case). The rules are slightly relaxed to allow a further exception: The start of interplanetary burns is also permitted in addition to what was allowed in the first phase. I've done loads - completed the tech tree, sent probes to other planets, have a 900 ton Mun base (8 separate vessels), and have 3 major flotillas waiting for transfer windows in Kerbin orbit. Really enjoying Pilot's Union so far!
  7. Heya, I can't currently repaint Kontainers, either in VAB or out on EVA with an engineer. Anyone also have the same problem? I assume it's a mod conflict of some kind - I'm running latest everything. Here's the mod list: * USI constellation including life support * PlanetaryBases * NearFuture* * Stock Extensions (SXT) * Extra Planetary Launchpads * UnmannedBeforeManned (Community Tech Tree) * Planetary Domes * KIS * KAS Any ideas? Edit: Fixed it, a complete reinstall of MKS sorted it out, yay!
  8. For MechJeb... Obviously, get close enough first. I normally go for a rendezvous of 60 metres unless the vessels are particularly big. First vessel - select "control from here" on the docking port, click on the remote docking port and "select target". In MechJeb menus, go to Smart A.S.S. and click TGT+ Switch to the second vessel - and do exactly the same again. The vessels should rotate (well, as long as they had reaction wheels) to line up their docking ports. Very large stations you want to adopt a different method as they're a bit fragile. Finally, switch to whichever vessel has the RCS capabilities and go to Docking Autopilot and click Autopilot On. That should be pretty much it. If one of the vessels is a bit twitchy, you can switch to it and set Smart A.S.S to Kill Rot instead and attempt to line it up manually - MechJeb will be controlling the other vessel.
  9. Er. > Jebs pod smashed into the badlands at high velocity... You remembered parachutes, right?
  10. I've played with a few of the additional planet packs, and whilst they're great, they almost give too much to do in some instances. I think what's missing is * More interesting places to visit on the surface of bodies. You know, Kerbin is great, we can go and visit Baikobanur, the pyramid, the island runway (and a few beauty spots). The mun is great, we can visit the Mun arches, the Apollo lander. Beyond that though, the places to visit are few and far between. * A retrograde moon. * A proper MacGuffin. Let the monoliths lead us somewhere! Force us to build a submarine for Laythe! Let us do some science experiments that lead somewhere! (Actually, if there's already a mod that adds this can someone let me know what it is?) * Another oxygenated world would be really nice. Something like Tellumo in GPP is fun (imagine Eve with oxygen). Building planes for other worlds is kind of awesome, and even more awesome when they actually work. * A small, lifeless cinder of a planetoid very near the Sun. * Tekto equivalent - small, lowish gravity (somewhere between Ike and Moho strength), but with a dense, oxygenless atmosphere - at least as dense as Kerbin.
  11. It's just from the lights on the station. And it's supposed to be purple :-)
  12. Here's my Laythe station built with MKS parts (it's an out of date version of MKS as some parts got deprecated and I could no longer upgrade MKS in my current game):
  13. Presenting the Leonard Euler station around Laythe Shipped out in 3 sections, it's a little over 400 tons, has a crew capacity of 115, and life support to last 20 years (and can be easily topped up). Has docking ports for pretty much every class of vessel - including planes to go to the surface of Laythe.
  14. Yeah, to make something go below the ocean surface (in stock), you will need to make your craft really dense. Most parts have a density below that of water, so you'll happily bob about on the surface. What you need is full ore tanks - these should help your craft sink just fine. You also eject the ore to bob back to the surface too.
  15. > Congratulations to @bigcalm, for completing the Dres Awareness challenge, with an absolutely beautiful textbook mission! I hope to see more missions like these in the future! Thanks! Glad you liked it - and a lot of credit to RoverDude for creating the wonderful USI mods. They contribute a more in depth feel to visiting planets (or difficulty!) - there's a lot more planning required to send a manned mission - no stuffing your Kerbal in a Mk1 capsule for 2 years, it requires a big transfer vessel with room and supplies. And then when you get there, they'll need somewhere to stay. And that somewhere to stay needs resources. Which you absolutely won't find in a single biome, which means mining drop ships that can move around the planet. And ships to get from the surface to orbit again. And a polar sat to do the initial scan for resources to find roughly where you need to land. And rovers to get to the surface to find an ideal landing spot, generally in one biome and next to another, and as flat as possible. And then you start to add parameters - make the surface base produce its own supplies, its own machinery, and you add fun stuff to that like the Canyon Jumper, and suddenly you have a 22 vessel mission :-) Love Dres.