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About Das_Sheep

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  1. Das_Sheep

    [1.3] - Modular Kolonization System (MKS)

    So here's a mad one. Would adding an option to the ranger inflatable hab be as simple as a MM patch so it could be used as either of its habitation options OR have the same stats as a stock lab minus the recycle? I'll be honest the question is purely from an aesthetic point, the round lab looks weird tacked onto my bases
  2. Das_Sheep

    [1.3] - Modular Kolonization System (MKS)

    So here's a question that I'm fairly sure is just me misunderstanding something: I have a small preliminary base (read, cobbled together pile of bits) now, I've taken into account the cooling required of the various reactors and drills etc and put various versions of radiators (from Heat Control) around the base with what I thought was a generous margin. The problem is that after a while heat keeps building up, especially after time warp. Adding more radiators only slows not eliminates the positive heat. Am I best just sticking on a couple of ranger thermal control systems?
  3. Das_Sheep

    [1.3] - Modular Kolonization System (MKS)

    Happy days, many thanks
  4. Das_Sheep

    [1.3] - Modular Kolonization System (MKS)

    Sort of, is about as good as I can answer that - I did time warp but what happens to me is: During tImewarp - radiator temperature drifts slowly down Immediately after timewarp: radiator temperature rockets up and then slows to a plateau I haven't had this behaviour blow anything up yet (except for one case where I had a hilariously under-rated radiator for purpose) but if I'm honest I just get sort of nervous when all the radiators are glowing from normal operations.
  5. Das_Sheep

    [1.3] - Modular Kolonization System (MKS)

    More questions on catchup mechanics. Would anyone be able to give me a quick run down on catchup as related to heat removal? I've got a small mining outpost who total cooling required adds up to a little over 300kW with an MKS geothermal pack and a pair of radiators from Heat Control (reactor cooling during travel). When I switch back to the vessel after some time even the geothermal pack is moving up into the low 70% range. So long story short, how do I plan heat removal?
  6. Das_Sheep

    [1.3] USI Life Support [0.5.0]

    Would this be the appropriate place to ask/suggest as originally conceptualized by Mandella in the MKS thread - an ageing/ death from old age mechanic (maybe switchable)?
  7. Das_Sheep

    [1.3] - Modular Kolonization System (MKS)

    Now this is an interesting idea.
  8. Das_Sheep

    [1.3] - Modular Kolonization System (MKS)

    Right, got to ask as I've obviously missed something - DOMES? Colour me excited.
  9. Das_Sheep

    Concurrent Missions

    For me it depends on a few things and how active you're meaning - As I've got a pile of USI stuff installed I tend to end up with at least a couple of stations each around Kerbin, Mun and Minmus, plus taxis transferring between them. There's also the surface installations and long duration rover missions - obviously each of these has finite supplies. For that KAC is a blessing - set an alarm tied to the vessel less some wiggle room based on remaining life support, at the very least it gets me to check in every once in a while. On top of that there's usually at least a few interplanetary probes wandering around with a manoeuvre node in their future somewhere -again, alarm set for the node. Currently looking at establishing my first ever base on Duna and however I go about it it's looking like a minimum of 2 launches (more likely 3) to send everything and I'm planning on launching each exactly 1 Kerbin day apart during the next launch window
  10. Das_Sheep

    Should I start over?

    I'm really bad for starting new games, for some reason I have to start new games instead of just abandoning colonies, bases, outposts and stations that end up littering, at the very least, the Kerbin/Mun/Minmus system.
  11. Das_Sheep

    [1.3] - Modular Kolonization System (MKS)

    Good to know, many thanks.
  12. Das_Sheep

    [1.3] - Modular Kolonization System (MKS)

    So here's a quick question - regarding hiring of kerbals, how/ can you increase the experience level they can be hired at? Currently mine can only go as high as 2.
  13. Das_Sheep

    Duna Mission Timings

    That can be done, 30 days was just a number pulled out of thin air anyways -although I suspect the habitat sent down will end up being over-specced. But that can just be the start of a longer term base
  14. Das_Sheep

    Duna Mission Timings

    I used to use that myself, but since I got comfortable with the how/why and started using Mechjeb to remove the fiddling with manoeuvre nodes malarkey I seem to have fallen away.
  15. Das_Sheep

    Duna Mission Timings

    Ooooh, somehow I was unaware of this rather awesome tool