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gabyalufix

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Everything posted by gabyalufix

  1. Downloaded LLL-Continued from [GitHub](https://github.com/linuxgurugamer/LLL-Continued/releases). Here's the logs: https://dl.dropboxusercontent.com/u/19564265/ModuleManager.ConfigCache https://dl.dropboxusercontent.com/u/19564265/KSP.log
  2. Made a clean install of 1.2.2, with LLL-Continued (plus the stuff that comes with it), CommunityTechTree, CommunityResourcesPack, and CommunityCategoryKit. Don't see any errors. The greenhouse just isn't there. Very odd.
  3. Ach. I was afraid as such. The USI-Core Kontainers don't fit as prettily. Any chance they might be found somewhere in a form compatible with 1.2?
  4. I see the greenhouse module in among the files, but when I load up the game it doesn't seem to be there. The greenhouse worked fine with LLL-Continued v1.0.2.0 on KSP v1.2.1. I'm currently using LLL-Continued v1.0.2.5 on KSP v1.2.2. Is this a known issue, or is there something wrong with my install?
  5. Where can I find the "flat" 6-sided cargo boxes shown in the Imjur album? These ones: http://imgur.com/a/KmiLN I can't find them anywhere.
  6. Ahahahaha! So I was running 0.13 back when I was working on my PhD thesis. Sleep-deprived, caffinated, and half-dead from anxiety, I fell to a strange sort of madness that cared only for munbases. So I built a few. I used mods, though, so I dunno if that counts. In my madness I (over-)excitedly and comprehensively (obsessedly) documented the missions and posted to the forum. Looking back I can't fathom why . . . Here's the Farside I, which was a small (by current standards) munbase on the far side of the mun, with a return vehicle attached. It also included a mun-orbital space station and a kerbin-orbital satellite. Of course back then such things disappear once they are 5km away, but in my fevered imagination they lived on . . . Here's the farside II, which was basically a small office building landed on the mun. Ah yes. Good times. And by "good times", I mean that that period of my life almost killed me. But I did make some cool spaceships . . . I even found my old installation of 0.13. All the ships are still there! http://i.imgur.com/24HXTbE.png
  7. So one question: is there a reason that the oceans on are so shallow? Even in the middle of the pacific, I can still see the bottom . . .
  8. In a bygone age, I made a very simple, plugin-free submarine proof-of-concept mod. http://forum.kerbalspaceprogram.com/threads/5805-Gaby-s-Submarine-P-O-C-%28Download-Fixed%29?highlight=submarine+proof+concept The principle is trivially simple. (1) A radial monopropellant tank with massive capacity, the "ballast tank". (2) An RCS thruster with massive fuel usage. (3) An RCS thruster with massive negative fuel usage. Then you put the negative one on top, and the positive one on the bottom with the ballast tank. That way, when you turn on RCS and translate downwards, you sink. To surface, just translate upwards. You can download the new updated mod, which works with 0.24.2, at kerbalstuff.com: https://kerbalstuff.com/mod/246/Gabyalufix%27s%20quick%20and%20dirty%20submarines It's very basic, very quick and dirty. All the models are from stock parts. It's literally just a set of config edits. Pics: This ship has two tanks, to allow me to level it by activating and deactivating them as I fill the two ballast tanks. Diving: I landed on the bottom of the sea, around 700m down.
  9. Yeah, I couldn't get the spaceport thing to work, for some reason. The upload just hung. The versions up there are old. The mediafire one is the only one made by me that is ready for use in 0.20+ Before I got around to it, someone else uploaded a version to KSPSP that was just a simple update, but I haven't tested it. To be clear: I have no problem with that. If they change the configs again or anything and I'm not around, people should feel free to fix it up and post it. Same goes for all my work.
  10. Updated to 0.20.2, and added a few minor parts. Some parts got removed just because I don't use them anymore and they were too much of a pain to update. As always, everything is quick and dirty. Enjoy.
  11. Already working on something at least mostly similar: Planned parts: -A 5-meter to 19x1m splitter (Arranged in a hexagon). -A 5-meter, (19x Standard Stock LFE)-equivalent engine. -A 5-meter, (19x Stock NERVA)-equivalent engine. -A 3-meter, (7x Stock NERVA)-equivalent engine. -A 1-meter Radial Stack Decoupler -A 5-meter Radial Stack Decoupler -A bigger radial decoupler, maybe. Other planned changes: -Remove the upward-facing splitters. No longer needed now that you can change orientations in the VAB. -Make the habitation pod actually capable of holding kerbins. Maybe increase the size of the windows to reflect the new rescale. I am willing to take requests, if people have ideas for things that I think sound useful . . .
  12. Zekes, there is only one word for one such as you: Hero.
  13. Fixed the uber-prometheus tank. Thanks! P.S. I use "maxTemp = 200" for the launch platform.
  14. Right. I mention that bug in the thread for that mod. It has a heat tolerance of 1 or something. In an older version, that meant that it would evaporate the second you hit the engines. Nowadays, there is a little bit of ambient heat from the atmosphere, so it explodes instantly. If you just edit the Kebylon's heat tolerance to a normal value, this problem goes away. Yeah. I've been waiting with bated breath for planets. I just did a return trip from Jool's nearest moon . . .
  15. This challenge is simple: Land on Laythe, the innermost moon of Jool (aka the most distant destination in the Universe-So-Far, measured in delta-v), AND THEN RETURN!!! If you do this with stock, then I call witchcraft and chicanery! Mods allowed: -Novapunch -KW Challenger -Gabyalufix's quick and dirty miscellania (of course) -The Kebylon launch tower. PS. I've already done this. Will post pictures later.
  16. Update v1.0: Added 7x5m fuel tanks, and updated stuff to comply with 0.17. I'm back. Sorta.
  17. I\'m pretty sure that\'s not a valid measure of delta-V. You\'re not just dealing with the oberth effect, you\'re also dealing with the potential energy of your orbit. I think a better measure would be your velocity at a specific altitude. But even that doesn\'t tell you how quickly you will leave the system, since for that you would need the direction vector as well (and a bunch of math, to boot). For example, a velocity of 1000 m/s at 100,000m won\'t even keep you out of atmo. However, that same velocity at 100,000,000m will send you hurtling out of kerbin\'s SOI (iirc). So, for example, your ship might hit 4.2km/s at 100,000m, and still have less delta-V than another ship that only hits 3.8km/s, but at a much distance from kerbin. Maybe a better metric would be something like: 'time taken to reach 50,000 million meters from Kerbol'. That\'ll give you a better idea of how much time it will take for your ship to reach it\'s interstellar destination.
  18. It only just barely reaches escape. JUUUST barely. How do you calculate delta V, on a ship that is already most of its way out of the system? I don\'t think you can, not without either taking a screenshot of the velocity while still inside kerbin SoI or knowing the actual velocity vector.
  19. Behold, the Vast Interstellar Colony of Armageddon-Readiness. AKA the V.I.C.A.R. Mk I! Constructed to prepare for nuclear war, zombie plague, supernova, asteroid impact, or some combination of the four, this vessel is intended to carry a full complement of around 1000 Kerbins to another (hopefully less zombie infested, radioactive, asteroid-filled and/or exploded) solar system. Caveat: I used my own mod pack as well as novapunch. I only used novapunch fuel tanks, but I did use my own decouplers, and I also used my own heavy engine, which is balanced to be equivalent to 7x vanilla engines strapped to a novapunch 7-coupler. I also used BACE, KOSMOS and Probodobodyne to build the payload, for purely decorative reasons. The launch vehicle featured 19 x7 vanilla engines, each mounted beneath 2x novapunch tanks. A total of 133 damn engines burning all together. The outer rockets have fuel lines pointing inwards, so I drop tanks/engines as I go up, until I’m left with the last 7 in the kerbin escape launcher. Once I’ve spent those tanks, there is a final pair of large 3-meter tanks and a final 7x vanilla engine to push me the rest of the way into solar system escape. I won’t bore you with my long explanation for what everything is for, but we’ll go over the basics. The top of the colony ship has a large, 3-meter nuclear reactor, to provide power and heat in the cold vacuum of interstellar space. It also has a few RCS fuel tanks and a radio telescope array. Beneath the nuke, I have a double-layered shielding wall, to protect the residents of the colony from the dangers of long term radiation exposure. It can also be pointed towards the sun during solar flares, in the early stages of the mission. Presuming they manage to get enough of a head start, it can also be used to protect against the radiation of the supernova, should one be forthcoming. Then we have the habitation towers. 30x 2-meter habitation modules, each with room for 32 kerbins, each with a window of their very own. There are also 24 inflatable modules, some of which are used for work, and some for recreation. The 6 old-style command modules are used as break areas, where people can view the stars together. 6x multipurpose modules at the top of each tower contain each tower’s vital life support systems. Each tower has its own multiply-redundant life support system, to minimize the chance of catastrophic malfunction. At the bottom of each tower, we see various miscellaneous modules. Two small shuttle craft will be used on the other side, to ferry workers to and from asteroids. A space telescope array can be used to study the new solar system. Two seperate docking nodes allow it to meet up with other spacecraft on the way out of the system, or even meet up and trade with other colony vessels. These colonies are very small, and only barely at the minimum viable population. They would maximize the chances of survival if they launched multiple independent VICARs.
  20. Basically all the mods I used have gone through massive revisions since this was made. Back then, C7 was massively overpowered when used for extraplanetary craft, since everything still worked outside atmo.
  21. The 2-meter habitation mods came from my old miscellanea pack. http://kerbalspaceprogram.com/forum/index.php?topic=5710.0 The reason I didn\'t type out the mods is because I was far, far too busy. All these crazy ships (farside I, farside II, farside III, my kerbin annihilation interstellar colony ship, the kerbin annihilation muncolony for reddwarf\'s challenge, the centrifudge, this un-named tower, skybax, and the muncrawler) were the product of a diseased mind, a brain riven asunder and driven to meticulous obsessive-compulsive rocket construction by the myriad stresses of completing a doctoral thesis. All I did was eat, sleep, work, worry, panic, and build rockets. After my defense (I passed, I\'m Dr. Gabyalufix now), I basically quit playing for a bit. Nowadays, I build little rockets, which *don\'t* require spreadsheets and calculus to construct. It\'s much more . . . healthy. Also, when I couldn\'t find the parts I wanted, I just made them myself.
  22. Ah, right. It uses the old version of Silisko Edition. I\'ll fix this one of these days. In the meantime, I think you can still install the old silisko edition mod.
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