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wgering

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Everything posted by wgering

  1. @allista Firstly, thanks for this awesome mod. It makes my shuttle flights so much easier than when I had to manually babysit the thrust limiter. I do have one relatively minor quibble: is it possible to change the status colors of the various buttons/toggles? The default yellow off/green on that many of them use is very difficult for me (and I suspect other people who are red/green colorblind) to distinguish between. It's particularly annoying not being able to tell at a glance what T-SAS is set to, which has led to a few rapid unplanned disassemblies... Thanks for your feedback!
  2. This is Earthshine Station: It's primarily a science station, but I'm stockpiling Material Kits from recycled space junk there and it may eventually turn into an EPL shipyard. It has a full-time crew of seven (5 scientists and 2 engineers), and can go almost a year without a resupply. It has a small amount of fuel storage as well and can act as a refueling stop for ships in LKO. It's composed of nine modules at present, with at least two more planned for the near future (another storage module and a zoology bay). Here's a shot of Shuttle YYZ delivering the first storage module: Here you can also see the leftover engines and fuel tanks from the initial module launches before they were disassembled into Material Kits.
  3. Welcome to Nonspecific Impulse Rocketry & Drycleaning Services! We strive to bring you the highest-quality most budget-conscious spacecraft for today's cash-strapped space agencies. Our motto is "Utility. Economy. Safety. (in that order)" Mods used in our craft: Mk2 Expansion Pack Kerbal Engineer MechJeb Mods that go well with our craft: Stage Recovery Kerbal Construction Time Shuttle 2112 Shuttle YYZ Pre-Comm Satellite K-Comm Satellite MagSat Coming soon: aircraft!
  4. Really glad to see this mod get a new home, thanks for keeping it going @icedown!
  5. Haven't looked at the code, but could you try adding criteria to the pod selection? Something like "ElectricCharge > 0" and/or "Monopropellant > 0" might help cut out parts like the inflatables.
  6. Been working on this: That's a Class E in the center, with a Class D, three Class C's and a Class B. You can see a miner grappled onto the Class D on the right. I'm hoping to try out RoverDude's Asteroid Recycling Technologies mod to turn this beast into a fuel station.
  7. I'm was seeing this with my shuttle as well. I have a suspicion that the game is misreading the position and/or rotation of the flaps relative to the CoM of the entire craft. You could try installing FAR, that fixed it for me.
  8. I would cut the legs and chutes off the lander and put a chute or two on the rover. Decouple the rover and deploy chutes about 1km above the surface. It would save a bit of weight and I think it's easier on the rover.
  9. The best is when you get an orbital station contract and a surface outpost contract for the same planet/moon. Park your base in orbit, get paid; land it on the surface, get paid more!
  10. It's a nice stage...but can it make orbit???
  11. What about some procedural tourist contracts that mimic the already-existing visual survey contracts? Haven't looked at the code, but seems like it wouldn't be too hard. Fly a tourist through a cluster of waypoints above or below a certain altitude so they can take some sweet aerial photos.
  12. To get around the offset cockpit, you can bury a probe core (I like the OKTO2) aligned along the axis of the plane and "Control From Here". I got tired of crashing my angled-cockpit shuttle because I forgot about the 20 degree offset.
  13. My first submission: the Libra I. Not a true Shuttle replica, what with the engine on the fuel pod and the LFO-powered engines...okay, maybe it's just a plane that got stuck to the side of a rocket. Capable of hauling two kerbals and a small satellite up to a 100x100 orbit with 1500 m/s to spare (without refueling), this "shuttle" fills an early-game niche for launching communication satellites and small interplanetary probes, as well as servicing stations and Mun bases. It fills the gap nicely until you unlock R.A.P.I.E.R engines. Here it is in action: With a net cost of ~20000 funds per launch (less if you use Stage Recovery), is it cheaper to launch your teeny sats the old-fashioned way? Maybe. Does that let you put a Kerbal on the Mun in the same trip? Nope.​
  14. Hello all. Been playing KSP since 0.23, and been lurking on the forums since .90. Figured I ought to join y'all in the pursuit of spending billions to incinerate hapless kerbonauts and/or sweet, sweet science. I prefer to play in career mode, and I start a new one every major update (either from Squad or a favorite mod), so the furthest I've gotten is landing a rover on Duna. I use a few mods to make things more interesting (FAR, DR, RemoteTech, Kerbal Engineer, MechJeb, Extraplanetary Launchpads, MKS/OKS, KAS/KIS....). I'm currently working on a spaceplane that doesn't use R.A.P.I.E.R. engines, for those early-game rescue missions. Happy to be here
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