Trann

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About Trann

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  1. I started a new career with 1.6.1 recently. Looking in the R&D facility, I have most of the tech tree unlocked, 2900 science to spend, and 1.5Million in the bank. All from Kerbin and Mun science. If I continue, I'll unlock all the science before I finish exploring Minmus, probes and satellites to other words, and I'll be on my way to them in a Grand Tour ship like KSP versions before. What I think I'm trying to say is that I don't feel the need to prove a career anymore. Today, I'm going to start up my first real sandbox game and work on the bigger challenges in my play style, like Laythe and Eve. That is all. 8)
  2. @Jacke @Snark Thanks; the last reference in this thread was 1.5 in December so I just wanted to be sure all was well before going through the diagnostic routes of digging up the logs and swapping mods in and out to find conflicts. Looks like I have a project. EDIT: a trivial issue. I drag-and-dropped the latest version of ModuleManager but missed the GameData folder so it landed outside of it. Sorry for the distraction.
  3. Does anyone have this working for 1.6? Subject has been edited to suggest but I'm not having luck.
  4. Red Dead Redemption II since the release date. Slow and steady. Found so much naturally exploring. Max Honoured. Then Max Dishonoured and finally reached 100% a few weeks ago. Still find it relaxing to ride there. I missed a whole dot release of KSP and am just starting to think I might come back.
  5. Welcome aboard, @kerbaska For the sake of giving you more data points, I tried the modular truck system and, in effect, it was landing "on top" of a docking ring, too. Each piece of the mining operation sat on a standardized wheeled unit and so all the docking rings between them were at the same height. I detached the landing pad to a safer distance, docked the fuel tug on top, then drove it back to reconnect. The problem I found was driving such a top-heavy vehicle was very difficult, even when empty. Inertia would often cause a tilt when starting to roll or trying to stop and there were a few times I could have lost the whole unit. But I'm a pretty good pilot and began to land regularly while the landing pad was attached (having that bit of separation really helped). But as @Snark and @RedeyePete said, it's probably simpler to use an integrated ship. You can land anywhere you want and the whole mining operation is with you. One of my earlier units was small and pretty lightweight but I found it didn't store enough electrical power to operate over the night on some bodies. An upgraded ship with larger solar panels and more batteries has been doing much better. This design is also what I'm using for my Grand Tour ship and that's why you see docking rings at both ends. Good luck with your build!
  6. I realized I passed 100,000K Kerbucks for the first time and I'm ignoring 500K missions because they're not profitable enough. My Grand Tour II ship is doing a pretty good job so far, harvesting *all* the science from Duna/Ike and Eeloo. I took her out deep to ensure battery levels on each lander was sufficient and now I'm working her back in. Feeling pretty confident that nothing is out of reach for her (except Eve!)
  7. @Laie I had thought so, too, and this is how I do my biome selections. Scansat maps are still showing each biome properly as I walk the mouse over them (I never saw "Untagged" once). And I was able to reproduce the problem in another landing zone: when EVAed on the surface, the first sample taken was Untagged; discard and plant a temporary flag; remove the flag; now samples are properly tagged. So it may not be location specific but an actual weird little bug.
  8. A very interesting theory. Thanks. The spot was in in the "northwest" corner of the map, in a crater (bottom flag). As you can see from the zoom, it was a fair distance to the next biome border (about a full degree in map coordinates). But the map may be imprecise with respect to the actual biome borders so I'm going to attempt another landing at the same location to see if I can re-find the "broken" region.
  9. When on EVA and taking surface samples (on Duna in this case), I get the biome as "Untagged". I can toss these results and try again to get the same results. So I planted a quick flag, tossed the results... ...and tried again and it works; I notice that the long description changed in the same location, too. Any ideas?
  10. Brought my first Grand Tour ship (left) home and docked with the newer, bigger Grand Tour II (right) to offload her remaining fuel. Hoping this new ship (and her upgraded lander, not seen here) will allow me to touchdown on and ascend from Tylo and Laythe. And the first generation lander and its 250+ bits of science the crew brought home were quite the haul.
  11. Trann

    The 1.3.1 Club

    The Main Drive reaches to just past the dishes; The Refinery has solar panels atop a converter and four large ore containers, two deep drills and two thermal control panels with a quad-engine arrangement around it all; there is a reducer from the center line of the Refinery to the Lander's science pod; The Lander is a tri-engine arrangement feeding its center core. A previous generation of this ship went to Duna and proved the design was reasonable enough to push out to Jool. That version also held a modular survey scanner that coupled between any two ships but the extra weight and delta-V required to attain a decent polar orbit meant I sent scanning probes in advance of this ship's arrival, instead. Once establishing a low orbit, the usual mission profile begins with Main Drive refuelling. Detatch the Lander and back off a bit. The Refinery is detached and side-steps to clear the re-coupling of the Lander and Main Drive. The Refinery de-orbits, sets down, mines, and tops up all her tanks before meeting up with the Main Drive again. Dock between again (fore-aft arrangement doesn't matter) and convert ore to liquid fuel. Repeat until the main drive is full. At this point, we switch to Science and Exploration. The Lander scopes out biomes of interest (especially in tight arrangements) and sets down, gathers science, plants the flag to mark it as done, and rejoins the Main Drive. A refuelling run is made if needed to top up the Lander; on exceptionally low-gravity bodies, I can dock the Refinery and Lander nose-to-nose and land the Refinery with the Lander suspended upside down. Repeat the gathering of science until all biomes have been visited. I've done Vall, Bop, and Pol completely; I managed to set the Lander down on Tylo once but barely made orbit again. I also need to think about how to handle Laythe: chutes will get either lander down but 1) I have to do the math to see if the Refinery is efficient enough to haul ore uphill and be net-positive for fuel and 2) the previous generation of this ship allowed the Lander to jettison the side-tanks for reduced mass to reach orbit; I can't have this if I want repeated landings. The ship is preparing to head back to Kerbin for upgrades. It holds 241 bits of science which should be fun to cash in. Thanks for asking!
  12. Trann

    The 1.3.1 Club

    Ah, that's my fault for skimming the thread. Thanks, though. Hope you have fun with it.
  13. Trann

    The 1.3.1 Club

    I appreciate the invite but I'd have to start proving things rather than just enjoy my wanderings. Besides, I haven't played stock since I found mods existed Good luck with your challenge. And since I'm here, I'll add the first image to this thread of what I'm tooling around in. Needs a few upgrades but she'll do.
  14. Trann

    The 1.3.1 Club

    I've not had any success with 1.4.x so I'm been hanging out in Club 1.3.1. Making quite a profit from contracts through multiple SENTINELs and hauling my Grand Tour Ship around the system.
  15. Thanks for the update to KSP. I have updated my bug report of an ongoing issue. I look forward to someone's attention to it. Back to 1.3.1... *sigh*