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eberkain

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Everything posted by eberkain

  1. I feel like i need a manual for the orion engines, i have never been able to get it to work.
  2. I saw something really funny while trying to get my rover crane flipped back over.
  3. Anyone ever had trouble grabbing Kontainers with Klaws? I have no problems grabbing other things, but these are really jank, sometimes it works, but mostly it doesn't. The Kontainers physics just jut shutoff after a failed grab and if you bump it it just floats off forever. log files https://drive.google.com/file/d/1lfhnF84bjW765JL-68Hsrz5rqyrPoDJs/view?usp=sharing https://drive.google.com/file/d/1wvegkqt3BVsyVQZVhhqvPf9oQn7SmrgV/view?usp=sharing
  4. Weather is a very old discussion, it was tried once, and there is a wind mod now. I think it would be great, but it is surely outside the domain of any the existing mods.
  5. Year 1 Day 114 Mun Mission Four is the final expansion of the starter base on the Mun., the goal is to provide logistics support for the base to access regional supplies, on-site part construction via the KonFabricator, equipment needed to balance out the production chains and crew facilities to bring the on site Kerbs to 12. The Cargo Manifest is.... Kerbitat Module with Purification system and expandable habitats Logistics module with expandable storage Metal Production module with multiple smelters Polymer Production module with multiple smelters KonFabricator module with MatKit storage The new crew members joining the base are... LAUNCH! Approaching the Mun Braking Burn targeting the landing area. Coming in to the landing site. Perfect touchdown. Time to get some work done. I think this will be the last mission of the remote crane, its starting to show a lot of wear and tear. The KonFabricator is a bit bigger than other modules we have brought so far. How much do you flex bro? KFab takes is rightful place in the center of the base. Local engineers spent some time putting some strut-shaped duct tape on the crane so hopefully we can move the remaining gear before it breaks down. The new production modules should increase the production levels of the workshop. The new crew is ready to join the group till the next rotation. Catching a lift in the science rover Getting containers moved over. Consolidating all the on site containers. KShip is headed home for some well deserved maintenance.
  6. I'm trying to figure out how much a drill is going to produce before I actually go deploy it. I see pages on the Wiki for mining and Eff and Load, and Crew Skills. My base has 4.25% MetallicOre according to the PAW of the Surface Scanning Module I have 122.6% Geology Rating in the Kolony Dashboard. Using the small automatic drill MEU-100-A with no crew onboard gives an actual production rate of 0.033969/s while at 100% therm eff, and it says 5.3% load? Looking at the formulas on the wiki I can't figure out how to calculate that in advance. Any help would be appreciated. EDIT: Also, the page on efficiency says... Efficiency parts will only boost parts with the same category as their efficiency module/s. I dont see anything in-game or on the wiki that says what parts are in what category?
  7. If I have a Kontainer at my base, a single part laying on the ground by its self. And it is flagged as a debris, is it in dager of getting removed via the max-debris option in the setting menu?
  8. how exactly do you deploy the surface experiments now? I can't seem to figure it out. I can drop them on the ground but they donlt do anything and there is no option to turn them on in the PAW either.... maybe one of my mods breaks them?
  9. I'd rather gift a steam key, but i dunno about using a 3rd party site for it. tried the cdkeys site, hopefully it will work without issue.
  10. I'm trying to gift the DLC to someone via steam, but steam will not allow me because of regional price differences. So my alternative is to buy a key from a third party and have them redeem it on steam. Where should I look for that? Is there an official site to purchase keys? What other options are there?
  11. A flaw in the KShip design forced the engineers into making a revision. The primary fuel tank was replaced with a higher heat tolerance part which has the side effect of both extending the length of the craft and reducing the fuel capacity by a small amount. The opportunity was also used to install a life support system and redesign the booster one more time. The flight plan carried the ship out past minmus on a free return to test the higher heat tolerances of the redesign. Reentry was well within comfortable tolerances despite the higher return velocity. We believe the new design can survive a return from Duna, a future test is in order. And a perfect landing.
  12. That has been on my mind, erecting a stationary crane and using it for a base project, but is there a good way to anchor it to the ground? Just make a wide heavy base?
  13. This is my current crane for moving stuff around, but its such a mess with all the robotics being so sloppy. Especially if the payload is 20t+ I want to figure out a way to move base modules around that doesn't suffer from all the problems this has. The wheels are terrible, the crane arm is jank AF, and its like 40 parts.
  14. Trying to figure out a better way to move heavy stuff.
  15. anyone had issues with Bon Voyage and this rover? I keep loading into a mangled rover. Has happened with multiple different rovers built on Malemute frame.
  16. Year 1 Day 55 Mun Mission Three is to expand the capabilities of the outpost by adding Material Kit production on site, a more robust power system, cultivation of new Supplies using harvested resources, which requires more resource extractors, Habitation and Recycling for 4 additional crew members. And a science exploration rover. Now to make it all fit in the cargo bay. The Cargo Manifest is.... Malemute Exploration Rover - can support 2 crew for 20 days, fuel cell powered, science experiments included. Kerbitat with recycling, hab module, cultivation module and storage. Power hub with workshop for MatKits, storage and a conference room Mineral extractor with smelter to produce raw chemicals Metallic Ore extractor with smelter to produce raw metals Water harvester to support cultivation Dirt Harvester to support cultivation The new crew members that are to join the Alpha Outpost crew are... Liftoff of KShip-10 Mission 3 Orbit achieved and solar panels deployed. Systems green, reporting 4500 m/s of DeltaV even with over 100t of payload. Night side burn for the Mun. Low flyby set, coasting to capture point. Braking burn, alpha base coming up. Encountered some technical issues, but Jeb was quick to diagnose and we have touchdown. Time to get to work. Crew is ready to disembark and pile into the science rover. Everything is unpacked and ready to deploy. I think we need a bigger truck. Moving every module one at a time is a slow process. Took some work, but everything is on site with no major problems. In the cargo containers this time we brought along 9k Polymers (those can't be produced at the base), 12k Material Kits, 1.5k Specialized Parts. The new production plant is online and all the extractors are operating. Forgot to put radiators on the power plant, but such is the way of things. Will get it next trip. Time to pack up and take the ship back home. Exploration rover heading out to a high spot to deploy experiments. Numerous technical issues plague the life of the new rover, but they did manage to take some snazzy pictures.
  17. it says 9564 m/s (vac) with no payload and using the vac engines only on the second stage. the fully fueled second stage with 500 tons of payload still gets 3100 m/s My thought process on how I ended up here is at...
  18. it should be a sliding scale, so instead of 4 to repair a solar panel I only need 1, our you could just set it to 0.
  19. yes and yes. @blackrack I see the OP says to use a specific older version of scatterer for integrated support? assuming that was just not updated when scatterer was updated.
  20. A secondary mission to deploy three dual band relay satellites to geostationary orbit was launched, but when returning the ship did not attempt the flip maneuver until it was sub 300 m/s the lower assistance from the aero surfaces made it impossible to fully re-orient. The ship crash landed belly first, but luckily the cargo bay served as a crush protection for the crew and everyone survived. Year 1 Day 42 Mun Mission Two is loaded and ready, a landing site has been selected in the Farside Crater region. No surface exploratory landing was conducted in advance. Good luck Krew. The cargo manifest is... A mobile crane capable of relocating the base modules. A Habitat module with a crew quarters and agroponics expansion. A Pioneer module to coordinate local supply caches with storage modules. A Mining module to harvest Minerals for the production of Fertilizer. Meet the handpicked crew tasked with setting up the initial base facilities. LIFTOFF!!! Orbit achieved and course locked in for the Mun. Performing Circulation Burn at the Mun. Braking for landing. TOUCHDOWN. And the landing site even looks fairly level for base deployment. Good job team. Problems in the cargo bay were resolved with some clever EVA work and construction. Took some careful work to get the crane out of the bay, but in the end all looked good. Unloading base modules proceeding well Relocating the modules a safe distance from the landing zone. Managed to get the mining module down from the upper slot without trouble. The crew disembarks. A photo op was on the schedule, but they couldn't figure out how to plant a flag without knocking it over. Are we sure these Kerbs will make it on the surface of the Mun. Maybe we need to add a new class to the training. The mission planning called for us to walk all the way to the base site, but they also gave us a laser welder... All modules and crew move to the base site without incident. The first step of the mission is complete. Now to unload the Kontainers and get the base up and running. We brought 9k Material Kits and 9k Supplies to get started, and 1k Machinery to support the maintenance ops for a good long while. The crane really needs to load up on some counterweight for these types of lifting operations, but time is short. There were some troubles getting all systems online, but the issue was resolved and habitats are working, agroponics is online and on site fertilizer production is online. Time to get back home and plan the next mission. Burning for orbit. The larger surface area of this nose cone eliminates the need for a radiator. Ship was reoriented at about 800 m/s at 10km altitude. By the time the descent had reached 1km the speed dropped all the way to 55m/s, and an easy landing followed.
  21. So you just talked about removing mod dependencies the other day. So are we assuming this is a built-in replacement for Deep Freeze?
  22. I was thinking more of "if you wanted to" you could specify a default master channel for each body, so if you are flying a ship and you change SOI then your ship''s master channel would automatically switch over to the proper channel for the relay network that you have setup.
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