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Apelsin

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Everything posted by Apelsin

  1. Got into patching a bunch of my mods - mostly Persistent Thrust and SystermHeat integration. Also buffed the end-game Far Future Tech engines to interstellar performance. Quickly threw together an interstellar ship in sandbox for testing. Here it's finishing a breaking burn at Neidon from OPM, after only 45 days of travel from Kerbin. With my buff applied (about x4 isp, or ~1/4 of "irl" performance from the atomic rockets website), I should be able to reach Nova Kirbani from Galaxies Unbound just over a year without any payload. Can't wait to finally get to the interstellar stuff in my career save
  2. This is great! What are those engines on the Donnager btw? Don't remember seeing that model before.
  3. An icy moon or planet with an accessible subsurface ocean would be awesome. I really wish that KSP2 expands the exploration aspect, underwater environments (maybe with different biomes) would add a lot of variety imo. A super-earth with 2+g gravity at the surface and a thick atmosphere, for a late game challenge could be cool. As for systems, something with a pulsar. After seeing Leethe from Galaxies Unbound I cant get over how awesome they look.
  4. Sent up the first permanent Mun base in my modded career save: a SpaceDust telescope observatory. It's located on the far side of the Mun. The ridge in the background is the large equatorial canyon. Normally I deploy these as satelites around Kerbin, but I figured this would be more fun, as well as provide longer exposure periods because of the mun's slow rotation. The base has a crew of 4, greenhouse, lab, nuclear reactor and return lander - standard stuff. Each telescope has 2 motors for looking around which isn't actually necessary, just a bit more realistic.
  5. I noticed that the Waterfall plume for the Emancipator in Kerbal Atomics doesn't have any visible exhaust for the two small side nozzles (the ones the description mentionas as being used for roll control). Also, there's no config for the NFA Pr. Eeloo's closed-cycle mode. Are there any plans on adding either of those?
  6. Was bored today, threw together a quick scale comparison of the 3 fission pulse powered interplanetary motherships I built so far in my modded career save. Numbered in order of construction/tech level. And some additional in-game pics of these: (1) - Orion ITV, sent a base and spaceplane to Duna (2) Medusa ITV from this post: (3) Verne ITV from my previous post in this thread Thx! That's Pood's calm nebula skybox, pretty sure it's on CKAN.
  7. Oooh, looks like we're coming up on the methalox expansion release
  8. So here's a follow up on this post about my career Eve SSTO mission, probably the last one I do for a while. The science gains from my Urlum probe got me into the late-game fission engine nodes from FFT and KA, leaving only fusion and AM left. This allowed me to expand my reusable heavy lift capabilities and launch the mothership in one launch. Heavy booster + launch: Trip to Eve: Descent: Main part mods: FFT, NFT, KA, mk2/mk3/stockalike mining extensions, TU recolour depot
  9. The electric ducted fans you can see on the sides towards the back of it are the only propulsion. They're from NF aeronautics iirc. That's just a surface ship btw, it can't dive.
  10. My Urlum science probe finally reached its destination after a 17 year journey:
  11. I haven't been terribly successful at heavy cargo SSTOs, so I tend to make reusable single or multi-stage rockets (using StageRecovery mod). Today I sucessfully tested my heaviest one yet. It uses 5 Deliverance nuclear gas-core aerospikes to deliver 260 tons of cargo to low orbit in a single stage, an then has plenty dV to land. Because I'm using SystemHeat, the engines produce a lot of heat whenever they're active, so in order to avoid having to put non-aerodynamic radiators all over this thing, I have to use around 20 internal coolant tanks. These slow the heating down enough for it not to be a problem until after I leave the atmosphere, where I can deploy extendible radiators.
  12. @ktosiu Yep. I tested in a new savegame by using the debug menu to place a probe with 3 EDW1N teescopes and 2 scanners into different orbits, and tracking bodies with timewarp. When I re-installed spacedust and opm (removed the new patches) the resource bands started being detected again, it's weird. I'll try again tomorrow.
  13. I manually edited the changed files and added the new ones on that page into Gamedata>OPM>Resources but for some reason when I tested in game the SD resource bands didn't show up . Not sure what I'm missing. Edit: re-installed OPM, tried putting those MM patches into Spaceddust>Definitions. Still didnt work.
  14. Working on my next career project, a nuclear ramjet Eve SSTO mission. Here's the WIP Prometheus mothership that will do the tranfer there and back:
  15. I got the following NullReference Exceptions related to this mod in my KSP.log on 1.11.1 & Windows10: Here's a link to the full .log file: https://drive.google.com/file/d/1g8Q1Qz31ZVFxLmdrPtYcT0feXlJdr6cR/view?usp=sharing
  16. Got a NullReferenceException having to do with SCANsat: Here's the full .log file: https://drive.google.com/file/d/1g8Q1Qz31ZVFxLmdrPtYcT0feXlJdr6cR/view?usp=sharing
  17. Got several NullReferenceExceptions in the KSP.log related to this mod (first time as far as I know). Haven't tampered with the install or anything, no idea what can be causing this: KSP 1.11.1, latest version of SpaceDust, Windows 10. Kopernicus and OPM present on this install, don't think that's related though Here's the .log file: https://drive.google.com/file/d/1g8Q1Qz31ZVFxLmdrPtYcT0feXlJdr6cR/view?usp=sharing
  18. There seems to be several NullReferenceExceptions popping up frequently that's related to this mod: Here's the entire .log file: https://drive.google.com/file/d/1g8Q1Qz31ZVFxLmdrPtYcT0feXlJdr6cR/view?usp=sharing (I'm using the latest version of KSP and SH on Windows 10) Has anyone else encountered this?
  19. Here's the final set of pics from my recently finished Medusa-powered Juno-IV mission to Laythe. Links to previous pics: On Laythe: Land expedition: Return: Main mods used for the builds: Stockalike Project Orion, NFT, SSPXr, Mk 2 extension, Mining extension, MkIV spaceplane, KBPS, TU Recolour Depot, MissingRobotics, HeatControl+SystemHeat. Visuals: PlanetShine, DOE, Pood's calm nebula skybox, EngineLighting and Waterfall - (fancier ones wouldn't run on my integrated graphics potato)
  20. Thanks for the update! Noticed a couple of issues though: not all mods are showing up in the VAB mod filter window, stock & stockextension are also missing. This is after I selected "show all", looks like JC is just not "noticing" them in the files for some reason.
  21. Neat idea! There's a similar concept in Stockalike Mining Extension btw
  22. Edit: never mind, was gonna ask the same thing as the poster above.
  23. Hey @JadeOfMaar I was wondering what the current status with the work on OPM support is. Is it still in the pipeline?
  24. Follow up on my earlier post: Full album: https://imgur.com/gallery/S7PnxFj
  25. Finally completed my 1200 tonne interplanetary mothership. Main propulsion is the massive sail at the front - the Medusa nuclear pulse drive with ~55km/s dV. For manouvers smaller than one ~22m/s pulse, there are 3 auxillary Liberator gas -core NTRs , with an extra 3.6km/s dV. It is now ready to head off to Laythe with 10 crew, an SSTO and a mobile floating base. The 150T payload: The main mods here: Stockalike Project Orion, Kerbal Atomics, KPBS, SSPX, Near future mods and TU recolour depot.
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