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Everything posted by SgìobairOg

  1. Wait... isn't all this stuff stock in the current version? I have the sentinel camera and asteroids. What mod are we talking about?
  2. POD RACING!!! Actually managed to have a respectable relationship between mass and lift on this guy. Mix of stock and mod parts. It even yaws like the real thing! It works great! Sort of... Oh dear.
  3. I'm just curious how I'm supposed to get back from orbit now with the re-entry effects. There's no heat sheilding on the Mk2 cockpits. Radiators?
  4. Built a couple of stable, working aircraft with "bombs" that I'm proud of and spent a lot of time in sandbox trying ot destroy the KSC. F-4U Korsair Heavy Bomber
  5. Awesome, worked like a charm. Now fixed, deployed and non-tracking.
  6. I'm working on a Kerbin orbit station for a contract. I'm going for an ISS look-alike to a large degree. I used the stock large radiator panels on my trusses. Having got about two thirds of the station into orbit I just realised that the panels rotate to catch the sun. Is there a property in the part config or mu file that I could use to kill the rotation?
  7. Really got to wonder how you guys get some of these things into orbit in the first place. Anyway this one always gets me. He's just so dang happy.
  8. I suppose I'm really only contributing the idea, though from what I've seen of modeling, I could probably provide texture graphics. Mainly thought it'd be fun to have a parts "company" and do a little branding. I could learn to do it myself but I'm starting grad school and I already burn enough free time in KSP. Anyway, the idea, just because it'd be neat to have even if I'm not involved: I'd like a part or series of parts consisting of glass tanks of "bacteria" which slowly produce liquid fuel and oxidizer. Not fast enough that you're jetting around on "free gas" but fast enough that a staging station could produce enough over a long mission to fuel a return from orbit or some such. The details need to be hashed out a bit so it doesn't end up just cheating on fuel. I'd expect it'd be up the science tree with Fuel Cells, etc. I'd also expect you'd need a scientist and an engineer for it to work effectively. Not sure if it can be implements but I would expect the further out from the sun a real world system like this would get the slower the organic processes of the bacteria would get so less effective in the outer solar system, or perhaps using more electricity to maintain a temperature.
  9. I've got an idea for a part or series of parts based on some of the real world research into creating fuels from bacteria cultures. I don't really have the modeling chops or understanding of mod programming to execute it. If anyone's interested in starting a new space fuels "company" with me let me know. I'm happy to share more details.
  10. Well, after getting off work I managed to pull 880 science out of one trip to Minmus which put me over the cap to get the 4k batteries and the Fuel Cell Banks. More on that in a minute. The Mun ended up being the site of the base due to a contract to put a base on the Mun. When I first started the contract I didn't have any way of scanning for ore and I didn't plan on needing to. The specs for the base were support 12 Kerbals, generate power, have 4000 units of liquid fuel. I thought for certain I would be able to land that fuel, everything else was cake. After several failed attempts I realised I wasn't going to be able to land that much fuel without a ridiculous amount of missions. That's where I re-focused on opening up the rest of the tech tree and getting to the mining components. This was now a mining mission. Anyway, I was going to go the "do something else route" but realised I had a good bit more science I could pull out of the local area. Once I had the science for the fuel cells I put together a power module and hooked it up. All that was left was the converter module. It all worked perfectly. Not enough power to drill and convert at the same time, but I don't really need to either. The completed base: Hosts 13 Kerbals 18,885 units of electric charge 10,935 units of liquid fuel 1,200 units of ore capacity Next up, I've got a contract to do the same on minmus. Just got to get around on those slippery salt flats.
  11. My grand Mün base, Taigh Luan, is nearly complete. I have everything I need, except for 4000 units of liquid fuel. To remedy that I sent up the first part of the solution, a mining probe module that is attached out by the fuel farm. The converter module was going to be next and then I discovered I had a bit of an issue. My resource recovery rate is really slow. It's not the best ore location on the rock but I didn't originally plan it to be a mining base, I was going to land the fuel... which is a major pain in the . With nothing better to do I just started warping. Then night fell, then my drill stopped. "That's inconvenient," I thought. But I was certain it would come back on in the morning, it didn't. "That's inconvenient," I thought. So the next planned addition to the base was going to be a big battery bank. I put together a new segment for the station with three banks of 8 of my biggest batteries 400 units of charge each for 19200 total. Curious how long that would last I checked the power draw on the drill... 15 units/second. Just over 1200 seconds of life once the sun went down, about 75,000 seconds til it comes back up. So, question is how in the heck do I run a mining operation without having to check in on the mine every morning? - - - Updated - - - Actually just realised the ore converter is going to take twice as much energy. Am I basically just stuck until I can get the 1850 science I need to get the reactor? Or am I missing something?
  12. Ah there's my problem, forgot the cardinal rule, "check your version".
  13. KerrMü, KSP is telling me there are some non-stock parts in your Glider, is that the case or no? Also, how did you get it to Eve?
  14. Thanks for the advice! For the case, I'm planning on scratch-building a Probodobodyne OKTO with a .625m diameter and building a MechJeb AR202 Case as kind of a junction box for connections to monitors. I may even put the optical drive and WIFI antenna in there if I can work out how to remote them. The complete setup should look like a Satellite Core sitting on a desk for programming.
  15. Honestly not a whole lot of research into these specs, this list is just a jumping off point. I'm not much of a PC gamer at the moment, work takes most of my time. The two games that get played are KSP (religiously) and my kid plays Minecraft. With that in mind I'm sure toning down some of these spec would be in order but like I said, it's a jumping off point. Primarily at this point I'm more interested in what it takes to make sure KSP runs smooth. Case will be a custom build (first time for me) to reflect my love of KSP. PCPartPicker part list / Price breakdown by merchant CPU: AMD FX-9590 4.7GHz 8-Core Processor ($282.98 @ NCIX US) CPU Cooler: be quiet! Dark Rock Pro 3 93.3 CFM Fluid Dynamic Bearing CPU Cooler ($89.90 @ Newegg) Thermal Compound: Arctic Silver 5 High-Density Polysynthetic Silver 3.5g Thermal Paste ($6.98 @ OutletPC) Motherboard: ASRock 990FX Extreme9 ATX AM3+ Motherboard ($169.99 @ Amazon) Memory: *Corsair Vengeance 16GB (2 x 8GB) DDR3-1600 Memory ($146.99 @ Amazon) Storage: A-Data S510 Series 120GB 2.5" Solid State Drive ($75.99 @ Newegg) Storage: *Western Digital Caviar Blue 1TB 3.5" 7200RPM Internal Hard Drive ($54.98 @ OutletPC) Video Card: EVGA GeForce GTX 660 2GB Video Card ($149.99 @ Newegg) Power Supply: SeaSonic Platinum 1000W 80+ Platinum Certified Fully-Modular ATX Power Supply ($202.98 @ SuperBiiz) Optical Drive: LG GH24NSB0 DVD/CD Writer ($14.99 @ NCIX US) Operating System: Microsoft Windows 8 Professional (OEM) (64-bit) ($152.45 @ SuperBiiz) Sound Card: Asus Xonar DGX 24-bit 96 KHz Sound Card ($27.99 @ Newegg) Wired Network Adapter: Intel EXPI9301CTBLK 10/100/1000 Mbps PCI-Express x1 Network Adapter ($27.49 @ SuperBiiz) Wireless Network Adapter: Asus PCE-N15 802.11b/g/n PCI-Express x1 Wi-Fi Adapter ($27.13 @ OutletPC) Case Fan: Corsair Air Series AF120 Quiet Edition 39.9 CFM 120mm Fan ($15.99 @ NCIX US) Case Fan: Corsair Air Series AF120 Quiet Edition 39.9 CFM 120mm Fan ($15.99 @ NCIX US) Total: $1462.81 Prices include shipping, taxes, and discounts when available *Lowest price parts chosen from parametric criteria Generated by PCPartPicker 2014-11-15 22:13 EST-0500
  16. Kerbal Alarm Clock is a lifesaver. Been using it for a while. In game notes looks like it could help as well. Thanks
  17. Well, after being away from KSP for a few months due to work I've returned to find I have a group of ships in MKO and no idea what I intended to do with them. I'm at the point where I'm trying to run whole programs, I've got a GNSS cluster around Kerbin, I've got a space station build. I need to run some exploration missions to more planets but I'm still trying to work out a plausible return scenario. I've got crew stuck on Duna and Science stuck on Eve. But now I can't keep the 70-odd craft in my tracking station straight. So, if you're playing like me, how do you keep your missions straight? How do you note when you leave that fuel cannister in Minmus orbit looking for an opportunity to use up the excess fuel you accidentally put up there? Are there any good programs? Or do you just make some other notes?
  18. I'd like to be able to group my craft within groups in the normal categories. For example, I have 32 GNSS Satellites orbiting, it'd help me to reduce clutter if I could go to the tracking station highlight satellites and see "GNSS Cluster" with an option to expand rather than having to scroll past 32 individual satellites to get to my others.
  19. Thanks, all. I tend to do FRT a lot for the moon and minmus just for the realism. If I were to screw something up (was more likely when I first started) I would be able to get back. I just tried a few without the parking orbit and I don't think I have the patience for it.
  20. Is it possible to do a free return orbit, to Mün just to keep it simple, without first completing an orbit around Kerbin? It looks like if you launch just slightly earlier and do your escape burn at your initial apoapsis it should work out. I feel like the hard part would be the timing. Unless I'm missing something it doesn't look like you gain any advantage when you circularize.
  21. I try and design all of my mission modules and some rocket segments to be capable of refueling. I do this because I have a tendency to over-do my rockets and I end up dumping a nearly full stack of fuel in a place where it would be useful if I mess up and use more dV than I intended on a landing or something. Won't always work out to be useful but it has also already allowed me to salvage a mission gone wrong by launching a simple light fuel probe to get enough fuel out to a mission to get it home. First response nailed it though, imo; it will all depend on the circumstances. If you can build, without question a rocket with enough fuel for a round trip without overloading your part count, may as well do it.
  22. What's it mean when KSP appears to be trying to replace start screen graphics with part textures after installing B9?
  23. GUI doesn't seem to be coming up for me. Thought I saw something flash on the screen when I first clicked the CoM button but nothing after that.
  24. Struggling to figure out why I can't get any of these parts to show up. Downloading the latest pack from Spaceport, taking everything from the GameData folder to my GameData folder, ditto for the Ships folder (simply dropping their GameData folder on top of my Game Data folder gets rid of all my folder contents) and I'm dropping the low-res textures into the mix. Everything is installed the same as every other GameData mod I have installed to date, I'm on .22, but nothing shows up. Is there anything else I could be missing?