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SM_2023

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  1. So let's say I have an asteroid with multiple resources, my question is if I mine out one resource, will the other remain? For example, lets say I have an asteroid of mass 100T. It consists of 50% [50T] Ore, 40% [40T] MetalOre, and 10% [10T] Xenon Gas. For simplicity, let's assume that all 100% of the asteroid mass is mineable resources. If I send a mining ship that has storage space for 55T Ore and only 35T MetalOre, and start my drills, I'm assuming the following will happen: The Ore tank fills to 50/55 Tons because that's all the asteroid has. The MetalOre tank fills to 35T, but I've read somewhere that if the resource tanks are full, the drills won't stop drilling, leading to wasted resources. This means I'll most likely have to shut off the drills before this point, but let's just assume my reflexes are insane, and 35.00T Metal Ore is all that's drilled. If my thoughts are correct, then after storing away all resources that I've collected so far, I should be able to send up a mining vessel that has storage space for all other resources that are on the asteroid (In this case, 10T Xenon Gas, and 5T MetalOre), and collect them all, right? Hopefully this example makes sense, because I'm trying to figure out if my thought process is correct before committing a load of time and resources to designing a MEGA mission in my Science Mode save. Mission Overview, for those who are curious: (Yes, I also posted this on Reddit, but I figured it'd be a good idea to post here as well, since not everyone on here uses Reddit and vice versa)
  2. Wait, really? I tested this out by adding a Fusion Pellets storage container, and both my warp engine and gravitic engine said "Missing LqdDeuterium" I used a fresh instance of KSP + Blueshift, and was able to use Blueshift's FTL Propellant tank with no problem, tried that in my normal modded instance and I got the same "Missing LqdDeuterium", so I'm not sure what's causing the issue...
  3. True, but I was referencing Liquid Deuterium, not Graviolium, but I'm assuming this applies for Liquid Deuterium as well
  4. Noted! I'm not too concerned about Graviolium, I've got quite a bit of asteroids captured in orbit around Kerbin that I could use. I got hyped after seeing that Graviolium usage for short trips wasn't huge, but then realized that warp drives needed Liquid Deuterium as well lol Did some testing and found that, of course, Jool has quite a bit of it in the atmosphere, which means that (a) I'll need to head to Jool after unlocking the particle collectors (KCT go brrrr) and (b) I have to figure out how to supply the hungry particle converters... Would be easier if I could harvest it from the surface of the Mun or Minmus, but I don't think I've found any way of doing that...
  5. Loving the mod, just spent the past few days messing around with the FTL drives, and started to devise a plan to warp out to a comet I have tracked around Kerbol and haul or warp it back to Kerbin, but I've got a few questions... - How do I know how much Graviolium I need? Does a heavier vessel (or, hypothetically, a vessel attached to a Class I asteroid) need more Graviolium than a lighter one for the same trip distance? - What do the tetrahedrons do? When approaching them, I've gotten a message pop up on screen, but I don't think I've seen any changes...
  6. Pretty much anything by Taylor Swift has a tendency to get stuck in my head...
  7. did a LOT of messing around w/ planet packs that I could use that wouldn't eat RAM like Kerbals eating snacks, settled on Grannus Also messed around w/ Blueshift's FTL drives, and found a pretty good method using those and MEV Epstein drives to head out to space rocks! Now all I have to do is stick a FTL setup onto my modular asteroid miner ship, then haul a comet back to Kerbin, and/or a class H asteroid into Munar orbit...
  8. So I've got quite a few mods that add resources of their own, w/ some being only on asteroids (Graviolium, for example), and I was wondering... how do you guys deal with the massive number of the different resource types? My solution was a mining vessel w/ 16 docking ports and an EL setup that would allow me to autonomously build vessels (Orbital construction docks placed on the mining vessel itself), and use that to build some vessels with resource storage if needed. Then, I was planning on transporting those resources to orbital resource depots placed probably between the Mun and Minmus, with each depot being separated by ~1000 km of height. I was also thinking to store Ore, LFO, monoprop, and other fuels at one depot, metals at another, and other resources (Water, dirt, etc.) at another depot, but I think there might be a better way to do this? Any thoughts?
  9. Problem tldr: Konstruction's Construction ports do not show up in the parts list, even in Sandbox mode KSP: 1.12.5, Windows 64 bit So I've installed Konstruction, and I've unlocked the "Miniaturization" tech node, but I can't seem to find the construction ports anywhere in the part list? I've installed most if not all of my mods via CKAN, so I went and tried a fresh CKAN install with just Konstruction + dependencies from CKAN, but still nothing. The Akita rover parts and the Konstruction Krane show up fine though. Here's what I did (using Konstruction only and my normal modded install had the same results): Start up KSP, open a new save (I used sandbox mode, changed no difficulty settings) Click on the VAB Search for the following terms (one after another: "construction", "konstruction" Search through the resulting list to find the Construction ports, which I have not been able to find Mod list for my normal modded install: https://drive.google.com/file/d/1clqW1T_Lo3SGxbKRArpN67KTaXc65fZH/view?usp=share_link (List from CKAN export) Dir list of GameData: https://drive.google.com/file/d/1C3UM1Y9UMQ7cRXJNlEu1olJDAc8XzAuG/view?usp=share_link (Yes I know that this is not really needed, but I installed a few mods manually that I could not find on CKAN, and ended up forgetting which ones) Player.log file: https://drive.google.com/file/d/1_ya9Xp6s9QrMRVvux0qyClfvqVVb5Igx/view?usp=share_link
  10. hmmm.... ok, so I can stick a probe core onto the lander, then move the core onto the command module, then recover the command module + probe core that touched the Mun surface and that should count? Because if so, all I need to do is stick another probe core onto the ascent stage of my lander
  11. I'm currently playing a science mode save, and I've geared up to do an Apollo-style mission to the Mun, complete with Munar lander and command/service module placed on top (using mods for the conical payload bay bit) and Saturn V look-alike (ok not really, I replaced the 1st stage w/ SRBs lol) My question is this: if I undock the lander from the CSM (Command & Service Modules), land on the Mun, and dock with the CSM, will I get the science for recovering a vessel that's landed on the Mun if the only thing being recovered is the Command Module (CM)? I will be collecting all the science from experiments into a container on the lander, then transferring the experiments to the CM using Lander-Tek's science containers, but will that transfer the "Vessel landed on the Mun" stat-thingy (not sure what to call it...)? Or will I need a piece of the actual lander to be on the recovered vessel for it to count?
  12. First post, so hopefully it's in the right place! So, I know KCT has a recovery option to basically re-use vessels, which saves on build time (and funds, but I'm in science mode, so that's not relevant for me). I also have StageRecovery (SR) set up to auto-recover stages that are below the terminal velocity. I know I can "edit" KCT recovered vessels, but how can I access the stages themself that SR recovers? And if so, how can I merge a SR recovered stage with something that KCT has recovered? Or is that not possible?
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