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Wetapunga

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    Space bug menace

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  1. This looks like a bot trying to get you to click a malware link to me, unless the OP feels like replying and clarifying.... id advise not touching this
  2. Run a Jool mission You get a couple thousand science just with a dip through the atmosphere to aerobrake
  3. Why is this thread pinned to the top of the forum?
  4. Great to see this is alive again I would love to see eventual remaking of the models. The plugin side works quite well, the models are a bit sad through.
  5. Having experienced several weeks with a badly mangled hand in a cast and a broken finger on the other (long story), definitely mechjeb This game rather needs two hands for manual flight control operations, with Mechjeb autopilot you can build your pretty rocket in the editor and fly it with mouse commands If you have any kind of permanent or temporary hand disability being able to play the game with just a mouse is a godsend
  6. Mr Wetpunga i have school and when im back ill post a picture of one of the planets

  7. Suggestions? How about showing some actual content or work done rather than making a thread claiming you are planning on making a mod? "Soon to have screenshots and videos" is so pointless, why not simply wait until these are ready and put them in before posting the thread?
  8. One thing that I would love to have would be a Vessel Mover option or spinoff that makes Vessel Mover a balanced campaign option. Far too often you want to build some static structure on Kerbin, like a colony base for mining resources to sell for funds, a communications relay, or a series of little airports to support exploration missions. The big problem is that getting a large structure anywhere on Kerbin is a nightmare that requires vast rockets, negotiating the atmosphere and landing gently. It's just uneconomical. Even moving a ~20 ton KSP Interstellar microwave energy relay out of physics loading range of base requires an immense rover that is a nightmare of structs to keep from exploding. What I would like is a Vessel Mover option where it is set up as a Company you contract. When you use vessel mover with the contract mode turned on, you move your vessel to the location you want, and the company gives you a quote on how much funds it will cost them to move it to that location. You could also balance it with moving time, with the option of choosing to move faster for more cost or slower for cheaper. You then either reject the company quote, and your vessel returns to where it was, or you accept it and the moving process begins. Playing KSP Intersteller and the USI mods along with Extraplanetary Launchpads I really love to use Vessel Mover to place my mining stations around kerbin and other planets. However it's a bit cheaty, if vessel mover could come with a cost-to-move option that would be amazing.
  9. So does this mod play nicely with BD armory? It would be quite cool too have canon rounds denting up vehicles, explosions buckling wings, crashing planes leaving crumpled wrecks
  10. Nice spider thing? What exactly is that meant too be, I am rather curious
  11. Indeed. We need a massive drilling rig system, like an Oil Rig drilling tower that you build out of FTT frame parts and modules. You land the frame on the surface with the heavy modules as just shells and then kit them out with supply runs delivering heavy machinery, drill pipe sections and crew. Make it a real investment too build one of these Drilling rigs but with enormous resource production and refining capability so you can easily top off the largest of ships hydrogen tanks and have them shuttling great quantities of material back too Kerbin or other locations. So the liquid mining rig would be something like this: A modular frame and platform with attached crew, drilling, shipping and refining modules And the Ore heavy miner could be something like a big strip mine excavator or a deep shaft mine A series of connected buildings on the surface for processing large quantities of rock. Shaft elevator buildings that gradually over time open up new 'tunnels' (just a progress statistic really) indicating the amount of ore vein being mined so production increases over time. Balances out that deeper mines need more life shafts and more power too keep the ore being mined at optimal rate.
  12. We really need too look at the efficiency of hydrogen production, it takes ages even with dozens of drills and converters running too fill a single large hydrogen tank. It's easier too ship it up from KSC than too produce it when you are building massive ships Perhaps we need a FTT scale Karbonite engine, or allow the FTT nuclear engines too run on a variety of liquid fuels for different performance
  13. But what will this crusade of mod enforced vegetarianism mean for our Salami powered rocketry program
  14. What we need is some really enormous tanks. The current biggest hydrogen fuel tank typically ends up used in clusters of a dozen or more. Perhaps a super cluster part made up of these tanks, or a really structural truss with configurable fuel tanks that can be the solid spine of your FTT ships and stations, i'm talking a truss section as thick as the biggest hydrogen tank in diameter and tall as the VAB
  15. A few thousand when completely full of LH2, depends on how full the cargo is. Star Hauler probably could make a trip out too Duna but my plan for her is just jumping between the orbitals of Mun, Minimus and Kerbin. Might send a planned starhauler-2 too Eve, empty cargo except some rocketparts and get it too set up an industry on Gilly Orbital logistics is absolutely essential too FTT ships like this, as docking these is impossible, and they have such huge cargo capacities. It makes more sense from a roleplay perspective as well too have little cargo drones going back and forth using fuel. I would love too have a taxi variant of the orbital logistics part so you can send crew between ships easily
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