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scottadges

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Everything posted by scottadges

  1. Today I worked on a small MicroSat for a little contract in my Career Game: Includes parts for DMagic Orbital Science, antennas from BDB, and a couple ReStock parts. Super-lightweight and as efficient as I could make it. Total weight is only 286Kg in the VAB (including a small reaction wheel + extra battery clipped in the probe core).
  2. Working on my latest Career Game space station, playing around with the amazing parts from ReStock (metal), SSPXr, MMSEV/Planetary Bases, BDB, and a few other bits & bobs: The three modules include: - M1: Laboratory / Hub / Basic Systems & Life Support (central axis, launching 1st) - M2: Command / Hab expansion (port side) - M3: Life Sciences (starboard side) There's a CMOS 1.5m port at the aft end of the station for future expansion of a larger orbital construction facility (Simple Construction mod). The little automated supply pod attached to M2 is very WIP but going for a low-cost, expendable monopropellant-based platform. Any suggestions for improvements?
  3. Hi there, I'm hoping someone can help me understand better what I'm seeing in the VAB: These parts are from the mod Planetside Bases (as well as SSPXr). Specifically, I'm using the C200 port to connect to a M50H habitation area. Are these considered "connected" even though they're listed as separate in the GUI? When using the SSPXr docking ports alone, there's only one area in the GUI which is green, but using these other ports, I'm getting the two areas. Appreciate any help or guidance you can offer!
  4. Hello, I thought I'd ask here if Connected Living Spaces (CLS) is supported with this mod? Or if anyone has a patch that can make it work? My issue: CLS is showing the M50H as a separate area that's not connected (unless I'm not reading CLS properly, if anyone can correct me that would be helpful!) even though I'm connecting using the C200 port? Appreciate any help!
  5. Well that was 20 minutes of Wikipedia-rabbit-hole time that I won't get back. This is where I ended up: https://en.wikipedia.org/wiki/Halocline
  6. So far my Probes Before Crew career start is going well! The simple Codac Observer (aka BDB's Lunar Observer) was the first piece of Kerbal technology to ultimately reach out beyond LKO, thanks to the potential of its Prometheus/Titan 3rd stage and onboard monopropellant engine. Here it is capturing the first stunning photographs of the Mun: After the Munar flyby, this little guy had so much dV remaining in the monopropellant engine, it was able to adjust maneuvers to get a wholly-unexpected Minmus intercept some 15 days later. In the spirit of a craft that just wouldn't quit, it captured the first pictures of Kerbin's distant little moon well beyond its original intended mission. With Minmus receding from view and on its way to escaping Kerbin SOI, it used its last ~100 dV of monopropellant to attempt a Kerbin re-capture... but it just wasn't enough. The Codac Observer now continues its adventure off into the heavens (i.e. escaping Kerbin SOI for a wider Kerbol orbit).
  7. Thank you! So great that you're keeping this mod alive and well.
  8. Hi there, long-time user of SimpleConstruction and really glad it's been taken over and updated! Question regarding the ExtraplanetaryLaunchpads DLL included: The most recent version of EL (per the forums) is 6.99, but the version included with SC is 6.8.3 currently. I would assume using the 6.8.3 does everything you need it to do for this mod. (In previous SC iterations, I remember having to jury-rig the old SC config files with the latest EL file.) Do you anticipate using or including the updated the EL file with SC? Or maybe it doesn't matter at this point? Thanks for all your work!
  9. Just using EVE + Astronomer's Visual Pack (AVP) with the 4K textures, Planetshine, and Scatterer. (Oh, and I also bump saturation and adjust contrast in the PNG file before I post to Imgur.)
  10. Getting my 1.12 Final Career up and running, starting with Probes Before Crew to make it a little more interesting. Here's my Orbiting Solar Observatory (included with the BDB probes) after completing a profitable little contract.
  11. Wanted to say big thanks for all the cool probes included with BDB. I'm doing a final KSP1 Career game and started with Probes Before Crew. Here's my Orbiting Solar Observatory proudly tracking the Sun after completing a successful contract (and netting a little chunk of funds & science). See spoiler below:
  12. Hi there, as I'm doing a "final-final" install of KSP 1.12 and going through settings, I was hoping to gain consensus for DELTAV_CALCULATIONS_ENABLED and whether it's worth setting to "False". Although I'm necro'ing a thread, this one is the most recent that references this (of only two on the forum), so hopefully this will serve others who might be questioning this choice as well.
  13. Today, I decided I'd finally upgrade to 1.12.x and start a new career for the last time in KSP1. Going through mods, deciding which ones I want to add, which ones won't make the cut. (Cause once I do this install... I'm not making any changes)
  14. Hello, I'm coming back to KSP after a while (over six months) and remembering there was an issue with Solar Panels not working properly related to Kopernicus. Specifically, craft in the background wouldn't generate power and batteries would go dry and/or crew could die (using TACLS or Kerbalism, etc.) I assume this was fixed a while back, or is that still a thing? Reading the last few pages, I'm not specifically seeing solar panels problems. Anyways, thanks for the confirmation and/or help!
  15. Just checking if these updated Waterfall configs are included in the latest version of the MK2 Expansion download via CKAN and elsewhere? Or do I need to get these from GitHub?
  16. Hi there, going through all my must-have mods before I complete my one-last-time full install for KSP 1.12 and wanted to check on this mod. CKAN currently lists it as compatible for 1.11.0 while the OP thread lists this as compatible with 1.10.x KSP version. Since the last post was almost a year and a half ago (as of January 2022), I'm wondering is this mod still supported? I'll go ahead and install and report back any problems (for posterity) that I might encounter or if everything just works!
  17. Not sure if this is still an active thread, but I have a question RE: orbital construction. If there's a part on a ship that I want to remove, what tools do I need? And are there limitations to types of parts that can be removed? (I know weight limits apply) For example, I accidentally put these radial decouplers on backwards on my just-launched station module...so they're stuck hanging off the sides. I want to bring up an Engineer to remove these. What issues should I be thinking about / planning for (so I don't have to strand my Engineer in space without proper equipment...) Thanks in advance!
  18. Last night I finished designing the future expansion of my Kerbin Orbital Manned Station (OMS). The first node was launched into orbit with the basic technologies available, but without a solid idea for future construction. The planned layout for Kerbin OMS (eventual Mk6) includes expanded science labs, a dedicated equipment delivery node (bottom), LF/O refueling docks (port & starboard), plus ample solar generation for LKO. I'm using primarily BDB long with Probes Before Crew, Kerbal Construction Time, and TAC Life Support to spice up this Career... so I quickly realized planning was going to be important. There's only so much I can lift into space at any given moment and my Kerbals are on the clock if I want them to survive. The modular system of nodes is intended to be launched on Prometheus and Sarnus type rockets from BDB over five launches, so they had to be space-efficient and relatively compact. For each node, I tried to consider how future expansions would affect the overall layout, avoiding "boxing myself in" to specific nodes only able to be placed in specific locations. Once Stockalike Station Parts Redux and HabTech2 parts are unlocked in this playthrough, I plan to further expand this LKO station. This would include hydroponics, a larger equipment/solar truss system, and support for future types of automated cargo & delivery spacecraft.
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