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SkyFall2489

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Everything posted by SkyFall2489

  1. It's not too hard to fix that issue. Basically, just have 2 copies of the patch, but the first line of one has ":NEEDS[!ReStock]" and the other has ":AFTER[ReStock]" Wait was it restock, Restock, or ReStock?
  2. Currently, I am carrying the main base (hard to land with precision but can mine many different things), and 2 remote miners which each can drill 2 things, but also need Karbonite for power (mined seperately). Will this likely be enough? Also, each remote miner has 3 1.25m kontainers to store mined resources.
  3. My main reason for precision was so they could stay loaded when the main base was, so I wouldn't have to switch to them and let them catch up.
  4. What I might end up doing is bringing a set of remote miners that are very adaptable to whatever situation I find at Duna, and put wheels on the main base so it can drive around a little after it lands but before it deploys. Then, once the colony vessel arrives at duna, I send down a lot of scanning equipment, to check for good sites. If I'm lucky, I can place all the equipment within physics range. If I'm not, the remote miners go wherever they need to be. Later in the colonization effort, I might just build giant arrays of sifters instead, or use WOLF to get resources from other biomes easily.
  5. My point was that I'd have a single crewed main base, and maybe 2-4 unmanned remote miners for resources that are not available at the main base. What I think I might do now, is put wheels on my main base, and drive it somewhat close to a border. Then, use PRE to load a ship on the other side of the border, but ue planetayr logistics - which means things stay simple, but everything stays loaded. I need everything to be loaded so I don't have to check back on them as they process resources. However, a simpler option would to still use Planetary Logistics, but instead each remote miner is unloaded and I need to switch to them every once in a while. These miners could be in better locations, and if I build them right I wouldn't need to deliver uranium or machinery to them, by using solar power.
  6. Actually, I'm wondering if I could use scavenging logistics instead to make things simpler. How reare is it that I can find all the things needed for a long term settlement (ore, minerals, substrate, metallic ore, uranite, exotic minerals, rare metals, sillicates) in 2 biomes that touch? How hard would it be to land a base with a high enough precision to be close enough to scavenge across a border?
  7. At the same time, I'd have to go and bring Machinery to the remote miners, and I'm trying to bring as little to Duna as possible. Carrying a stock of Machinery at each miner would be bigger and heavier. Meanwhile, I could instead fabricate my refineries if they are at the main base. Also, what parts exactly are needed for planetary logistics? I thought you just needed a Kontainer.
  8. Is it still worth it to sometimes refine things before transport at unmanned locations instead of refining at the main base? I'll have to deliver nuclear fuels anyways, unless I go for fuelcell/solar power.
  9. Well, I'm actually trying to run a challenge in which I send a single ship to duna and see how long the colony can survive. I might carry more SP in orbit, and/or drop the SP containers seperately from the main base so they can be picked up by rovers. The current plan is to scan the planet with a polar satellite, then drop a rover to find a flat spot, then drop the main colony with a few crew and the remote miners, while the rest of the colonists wait in orbit for the ones on the ground to build the habitation modules. Finally, I'll drop down the rest of the crew and continue expanding the base. Wait, do the unmanned refineries need Machinery? Refining before sending to the main base could help reduce the main base part count, but if they need machinery I'll put the refineries at the main base. On Duna, solar still sorta works, so if the things don't consume machinery, I never need to touch them.
  10. Another question: To start up my new Duna colony, I'm gonna need to haul in a large amount of Specialized Parts - enough to use the KonFabricator to make what I need for MatKit production, then SP production (via EPL and my stock of SP). How much SP will I need to carry in, given that all I plan to haul down is a Duna Pioneer, reactor, a few piles of machinery and fertilizer, a little organics, and a KonFabricator? If I fill a 2.5m kontainer to the brim, it's really heavy, if I need that much, how would I land it on Duna? Also, any tips on making an automated miner for those resources that aren't available at the main base site?
  11. What is the exact rate? How many kolonist-days will I need for 500%?
  12. How does the Kolonization rating thing work? I'm trying to figure it out before I launch anything, and the wiki doesn't say much. Also, would it be possible to take the IVAs from some SSPXR parts and apply them to the Tundra modules? If so, how would I do it with MM?
  13. Quick question, How many days is one "kerbal-month"? If we divide the 426 day year into 12 sections, we get 35.5 days. Human months aren't all the same length, and we have less days/year compared to kerbals. Or is it the orbital period of the mun?
  14. Also, be sure to activate all the things. Warp core, gravitic generator, and coils all need to be there and be active.
  15. I think I made it! Dropship didn't do well in the thin atmosphere near the mountaintop, crashed but the kerbal survived. https://docs.google.com/document/d/1JilbBPspyAuVK7z6W1Hv1rUh_9uu104HZ8zKWyd7q1w/edit?usp=sharing
  16. Thanks! I'll try it out tomorrow. Landing my dropship on those hills will be fun.
  17. For what exactly I can reach, the craft I plan to use are in my mission report:
  18. Leg One: KSC -> Jeb's Junkyard So, here goes! Images: (I'm using Google Drive to host them in this weird way, so all the images are one) 1. the Knat and Carrier Plane 2. taking off... 3. just #2, I accidentally took 2 screenshots 4. Beginning flight to Jeb's Junkyard 5. took 2 screenshots again 6. transitioning to cruise mode, for more speed and more fuel economy 7. through the mountains 8. empty expanse of grasslands 9. destination in sight! 10. Coming in for landing... 11. Final approach... 12. Landed! I refueled the Knat with fuel bought from the truck at the junkyard, but Jeb's doesn't carry any Oxidizer, so I'll need to pick some up at the next stop. Oxidizer isn't used in flight, but it's helpful for not crashing while landing. I should still have enough for several landings before I need to refill it. Next stop: Either Booster Flats Local or Manhattan, both airports are on the same island. I should check with whether they overlap, it could cause some issues...
  19. Krakensbane Galactic overlaps with the HafCo space center, causing all sorts of weird issues. I'd rather have HafCo than KG, so how do I remove the KG airport?
  20. Okay. I installed all the airports I could find, and now I should be able to "wing" most legs of the journey, and hopefully not have to land in the middle of nowhere too often.
  21. Here is the carrier plane. It can refuel the Knat, or haul it if necessary. It will fly behind the Knat, refueling it. Jeb and Val will take turns flying the Knat and carrier plane on the way to the south pole. I'm not sure exactly what route to take. I know I need to launch from the KSC, and reach Kermundsen at the south pole. Ideas: 1. KSC -> Jeb's Junkyard -> Cape Kerman -> Meeda -> Uberdam -> Baikerbanur -> Kojave -> Dessert Airfield -> South Field -> Kermundsen 2. KSC -> Island Airfield -> Kola Island -> Sandy Island -> Harvester Airfield -> Kermundsen 3. KSC -> Jeb's Junkyard -> Cape Kerman -> Meeda -> Uberdam -> Woomerang -> Nye -> Round Range -> Dununda -> Kermundsen 4. KSC -> Jeb's Junkyard -> Cape Kerman -> Meeda -> Uberdam -> Woomerang -> Nye -> Round Range -> South Lake -> Area 15 -> Kermundsen 5. KSC -> Jeb's Junkyard -> Cape Kerman -> Meeda -> Uberdam -> Baikerbanur -> Kojave -> Dessert Airfield -> Hazard Shallows -> Dusty Island -> Dununda -> Kermundsen Some legs of every route will be longer than the range of the Knat, and will need refueling along the way. In this case, the Knat will land just before it runs out of fuel, the Carrier Plane will land next to it, and the Knat will take on more fuel and continue. Alternatively, I could install more airports. Maybe I'll try that.
  22. One thing, I noticed most of your twin-Juno dropships have 2 sparks for rocket assist, while mine has only one. Am I likely to regret this? One seems enough for precision hover, but I'm worried about emergency situations in which one Spark simply isn't enough power.
  23. Hi! This is my first ever mission report. Here, my goal is to fly a small drop-ship craft to the south pole of Kerbin. As it doesn't have enough range to fly all at once, I'll be refueling it along the way. The idea behind this mission was that I wanted to travel across Kerbin, but rovers were too slow, and large aircraft would just zip over all the interesting stuff at high speed and not be able to enjoy the view. So, here is the ship I will use to fly this mission - presenting, the Knat! The Knat has two Juno engines on rotating side pods, and a Spark engine on the underside for a rapid burst of precisely throttled thrust when I need it, such as for landing. There is a clamp-o-tron jr on the back for refueling or carrying. The engine pods can rotate from vertical to forward, allowing minimzation of body drag and letting the Knat reach speeds of up to 220 meters per second. Thanks to the Spark engine and the vehicle's small size, the Knat is capable of hovering with reasonable precision, for landing on helipads or on ships. Mods installed: I have Kerbin Side Remastered and a few other KK things, both to visit and so I have a specific destination to navigate to at the south pole. In my next post, I'll either set off from the KSC or show my refueling vehicle, which currently needs a little work. Oh, and this design is VERY heavily inspired by (as in nearly copied from):
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