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Wetapunga

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Everything posted by Wetapunga

  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. 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?
  7. 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.
  8. 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
  9. Nice spider thing? What exactly is that meant too be, I am rather curious
  10. 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.
  11. 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
  12. But what will this crusade of mod enforced vegetarianism mean for our Salami powered rocketry program
  13. 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
  14. 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
  15. The logistics station I built in orbit as about 8 modules lifted up individually StarKlipper-1 was built from the KSS Logistics Station using Extraplanetary launchpads and rocket parts shipped from the surface. I then cruised StarKlipper over too the Mun, built some mining platforms and sent them down too the surface too collect resources, make rocket parts, make more bigger mining platforms.... and so on. StarKlipper-1 is a mobile shipyard and refinery, Star Hauler is a much bigger shipyard/refinery with less mobility. What madman would try use Freight Transportation Technologies phase II parts without Extraplanetary launchpads??? The whole point is too build huge single piece ships in the VAB and have them constructed in orbit
  16. Just posting too say how much I love this mod and share some of my crazy huge ships **cross posted from Spacebattles.com forums** Most of my KSP gameplay is building up an orbital industry and self sustaining colonies so i can launch colonizations missions into the deep solar system and interstellar. I use Roverdudes mods and Extraplanetary launchpads a lot My mining vessels have become.... ambitious My current Kerbin system Flagship, StarKlipper-1 Half a million in storage of each resource, a crew of 12 with full lifesupport and manufacturing capability. Twin giant reaction wheels allow her to spin about nose to tail in a mere ten seconds. Orbital spacedock for manufacturing stations and successor ships. Empty she weighs over 1000 tons, and with all her cargo containers full she weighs a whopping ~20,000 tons. She has an orbital logistics port allowing for easy transfers off resources from low gravity planetoids and too other ships. Her main drives are quad torch engines from roverdude's K+ mod. Burning the incredibly rare Karborundum they give this ship a thrust to weight ratio >1 when fully loaded. Although my Karborundum mining industry has yet too take off (building up for a mission too Eeeloo where deposits have been located) our brave scientists were able to synthase 2000 units of Karborundum at great expense (sample tanks are super expensive, cost me like 5 million dollars) With a mere 200 units the StarKlipper-1 had over 20,000 deltaV empty, enough to cruise too the Mun and establish a mining industry. Currently awaiting the completion of her successor ship the Star Hauler - 1 that will become the new flagship/station of the Mun industrial complex, when that is complete and the handover made StarKlipper - 1 will receive a fresh shipment of Karborundum and set off too Eeleeo with a full stock of rocket parts too build up the mining industry there. Once we have Karborundum mining in bulk StarKlipper - 1 will have enough Delta V too make direct line intercepts, Hoffman transfers and orbital dynamics will be obsolete!! Straight line too the future! Before you cry about how good of a computer I have... don't, Star Klipper 1 has only 101 parts Star Klipper - 1 was assembled at the first orbital manufactory established by SpaceWeta Industries. A kludged together series of modules in mid-kerbin orbit it was sufficient too kick off an industrial revolution in space. Known by the rather dull name of KSS-Station Logistics Hub (I forgot to give it a good name) it has now become obsolete replaced by the purpose built and mobile ship-factories like StarKlipper and Star Hauler; still it is a valuable low orbit research center capable of building satellites for contracts and being a training center for new Kerbalnauts. Mining operations on the Mun are done using automated mining and storage platforms that link too orbiting stations with logistics drones. The superheavy miner MK-1 weighs near 1000 tons empty and has 4 heavy duty Karbonite engines allowing it too deorbit and land safely on a deposit. Once landed it fires up an array of Karbonite generators and deploys over 40 high power drilling units too mine ore, minerals, substrate, water and Karbonite at a fantastic rate. Karbonite is used too fuel the logistics drones that ship large bulk quantities of raw material too refineries awaiting in orbit Here we see StarKlipper - 1 with a recently completed Super Heavy Miner, this new miner will be sent too a high density deposit of substrate and water. The substrate will help fuel food and chemical production in orbit and the water will power a new generation of hydrogen fueled ships. From this view you can see the heavy landing legs and drilling array And all at a mere 200 parts [​img]http://images.akamai.steamusercontent.com/ugc/716415927267192321/C4FC2678716F8E14063F0C2ACD6DCBA5BDDE11F5/ From a Kerbals perspective you can see how large these monsters of industry are, each of those containers is 4 meters in diameter Managed to build up all this in a hardcore career campaign I have a second generation flagship that is going too take over from Star Klipper-1 when SK-1 heads out too eeloo StarHauler - 1 is fundamentally an evolution of the StarKlipper, significantly expanding the cargo section to accommodate ever increasing shipments from Mun surface mines and an advanced refining suite too recover valuable rare minerals, metals and enrich Uranite too fuel reactors. It was decided that due too the unavailability of reliable Karborundum supply, and the abundant water being mined from the Mun, that StarHauler should have a more primitive less efficient liquid hydrogen fueled nuclear engine array. This limits her range significantly compared too StarKlipper, however this is not a concern as StarHauler's duties will be acting as Kerbin system flagship, being an orbital manufacturing hub and shuttling large quantities of resources between the Mun, Minimus and Kerbin spheres of influence where logistics drones can transfer them too customers. She has 350 parts, weighs 14,000 tons unloaded and around a quarter million tons fully loaded. Has the same crew facilities and manufacturing systems as StarKlipper Nice shot of the ships bridge, shipyard spar, and the forward reaction wheel array with rare material tanks Quad fission engine array and the enormous tank assembly Engine array testing for Star Hauler - 1 Quite encouragingly she didn't explode. SH-1 has received her crew and is now processing raw material deliveries. Raised her orbit from 1000km too 2000km too separate her from Star Klipper - 1 as SK-1 has insufficient fuel too maneuver at her current loading. Transfer of cargo from SK-1 to SH-1 is in progress, once light enough SK-1 will be moved too Kerbin orbit in preparation for long distance trip too Eeloo. Funding for production of more synthetic Karborundum has been approved and it's expected too cost 10 million dollars to fuel a trip of StarKlipper-1 loaded with rocketparts too Eeloo, this large cost is being paid for by selling rocket parts and rare resources mined from the Mun back on Kerbin. So anyone else built something to rival Star Klipper and big sister Star Hauler in size
  17. Different moon, same principle, Roverdude Mods for added fun and challenge, mostly Freight Transportation Technologies and MKS/OKS Most of my KSP gameplay is building up an orbital industry and self sustaining colonies so i can launch colonizations missions into the deep solar system and interstellar. I use Roverdudes mods and Extraplanetary launchpads a lot My mining vessels have become.... ambitious My current Kerbin system Flagship, StarKlipper-1 Half a million in storage of each resource, a crew of 12 with full lifesupport and manufacturing capability. Twin giant reaction wheels allow her to spin about nose to tail in a mere ten seconds. Orbital spacedock for manufacturing stations and successor ships. Empty she weighs over 1000 tons, and with all her cargo containers full she weighs a whopping ~20,000 tons. She has an orbital logistics port allowing for easy transfers off resources from low gravity planetoids and too other ships. Her main drives are quad torch engines from roverdude's K+ mod. Burning the incredibly rare Karborundum they give this ship a thrust to weight ratio >1 when fully loaded. Although my Karborundum mining industry has yet too take off (building up for a mission too Eeeloo where deposits have been located) our brave scientists were able to synthase 2000 units of Karborundum at great expense (sample tanks are super expensive, cost me like 5 million dollars) With a mere 200 units the StarKlipper-1 had over 20,000 deltaV empty, enough to cruise too the Mun and establish a mining industry. Currently awaiting the completion of her successor ship the Star Hauler - 1 that will become the new flagship/station of the Mun industrial complex, when that is complete and the handover made StarKlipper - 1 will receive a fresh shipment of Karborundum and set off too Eeleeo with a full stock of rocket parts too build up the mining industry there. Once we have Karborundum mining in bulk StarKlipper - 1 will have enough Delta V too make direct line intercepts, Hoffman transfers and orbital dynamics will be obsolete!! Straight line too the future! Before you cry about how good of a computer I have... don't, Star Klipper 1 has only 101 parts Star Klipper - 1 was assembled at the first orbital manufactory established by SpaceWeta Industries. A kludged together series of modules in mid-kerbin orbit it was sufficient too kick off an industrial revolution in space. Known by the rather dull name of KSS-Station Logistics Hub (I forgot to give it a good name) it has now become obsolete replaced by the purpose built and mobile ship-factories like StarKlipper and Star Hauler; still it is a valuable low orbit research center capable of building satellites for contracts and being a training center for new Kerbalnauts. Mining operations on the Mun are done using automated mining and storage platforms that link too orbiting stations with logistics drones. The superheavy miner MK-1 weighs near 1000 tons empty and has 4 heavy duty Karbonite engines allowing it too deorbit and land safely on a deposit. Once landed it fires up an array of Karbonite generators and deploys over 40 high power drilling units too mine ore, minerals, substrate, water and Karbonite at a fantastic rate. Karbonite is used too fuel the logistics drones that ship large bulk quantities of raw material too refineries awaiting in orbit Here we see StarKlipper - 1 with a recently completed Super Heavy Miner, this new miner will be sent too a high density deposit of substrate and water. The substrate will help fuel food and chemical production in orbit and the water will power a new generation of hydrogen fueled ships. From this view you can see the heavy landing legs and drilling array And all at a mere 200 parts [​img]http://images.akamai.steamusercontent.com/ugc/716415927267192321/C4FC2678716F8E14063F0C2ACD6DCBA5BDDE11F5/ From a Kerbals perspective you can see how large these monsters of industry are, each of those containers is 4 meters in diameter Managed to build up all this in a hardcore career campaign
  18. Powered recovery seems to be working fine for me on the latest dev versions now, the blocked fuel tanks are working properly now time to build a fully re-useable Mars Colonial Transporter
  19. It used to be as simple as having MechJeb do the ascent for me and designing my rocket stages too have extra fuel for the stage recovery plugin too play with.... alas now stage recovery is broken and doesn't play nice, powered recovery is weird now. I had a fully automated Falcon Heavy using the 3 meter parts as my standard lifter, saved me a LOT of money being able to recover all the main stages automatically, with a lighter cargo the core 1st stage often ended up in stable orbit so I would kick it back down to let it recover, heavy cargos the second stage ended up in orbit
  20. Having a major issue with the powered recovery in this mod In the 0.90 version it was possible too have a tank on the top of your rocket stage where you disabled the fuel flow leaving it reserved, so when using MechJeb launch control it would automatically stage and there would be enough fuel left in the tank for a safe powered recovery. I didn't have too switch too the discarded stage and unblock the fuel flow, the mod just saw there was fuel in it and activated engines and successfully recovered. Now in the 1.0 version the blocked fuel in the stage isn't counted for recovery, it always results in failure. Also when you go too switch too the stage it bugs out when you unblock the fuel, automatically throws throttle to maximum burning away the fuel. Could you please restore it too the 0.90 functionality where the powered recovery will use fuel in blocked tanks, this would make the mod far more useable for Mechjeb players who would like the mod too work in the background of their automatic launches; the way the mod works currently you need too manually stage when you guess there is enough fuel left for a powered recovery. I like too go to the bathroom and make a cup of tea when I hit launch, come back too find my payload in orbit and all stages recovered safely.... unfortunately in the current state of the mod this is not possible
  21. Is it still possible too find Karborundum in Asteroids? Or is that waiting on ART too update?
  22. Showing off my OKS station. In my current project my little self sufficient OKS station had the infrastructure to run an orbital dock, but not enough raw material or rocket part storage so I kept having to run several supply missions too complete a build. I decided it was time for an expansion Whare o te marama Station in its early days With only enough storage for 20000ish rocket parts and ore it couldn't build things bigger than itself So a large expansion was built over many months or shuttle transfers sending resources gradually to the station to build the new project, the expansion took nearly 200,000 rocket parts. The new expansion was so massive that docking it would be impossible. Instead I backed off the little station which weighs only 300 tons and carefully docked it to its new giant section. Almost finished now, Henkel the spider kerbal got bored of spinning his web (KAS can be rather tedious) so a few arms remain unstrung And its only 400 parts, 100 of those are the little connector tubes im building a spider web from And here is my orbital fuel depot
  23. It's only 396 parts, most of the lag comes from the background processing of the OKS modules and 40 crew lifesupport. Still gets a reasonable FPS Roverdude makes huge parts, the expansion section has less parts than the habitat section, about 100 of the parts are the decorative MKS tubes making my spiderweb
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