Soda Popinski

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About Soda Popinski

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    Junior Rocket Scientist

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  1. Been working on a pod racer lately and stumbled onto your Boonta Eve Classic event.

    Do your ships still work with the latest KAS/KIS versions? Can't seem to get a non-rigid connection, even after following your video.

    1. MikeKerman

      MikeKerman

      NM. Musta been a different mod conflicting. Now to finish the build and record the run!

  2. I tried loading it in my 1.2.2 game, and it didn't work.
  3. Sorry. Too late. And that would force everybody to stay on 1.2.2.
  4. Oops. I missed that part. I'll add to the Munar Orbital on my next turn.
  5. You can make a copy of your 1.2 game folder, continue with your regular game, and update the original.
  6. Here's the current configuration of the Curie Orbital Akademy and Gas Station. I posted it before, but that was prior to installing Scatter/SVE/etc. I've also docked a different SSTO (same class) onto the far end, instead of the somewhat crowded mid-station docking area. Been emptying the fuel bags on various missions, so the station looks quite different. Mostly, it's a nice angle. Those heat-shields on the MKS Akademy Module are also new, and are 4 copies of my nifty re-entry kits, you can see here: I've recently unlocked Gigantors, and will add a Solar Array with more Radiators to help with the heat when I need to run the nuklear reactor (future planning for on-orbit manufacturing).
  7. Sorry, I guess I meant the Munar Base, not the orbital station. Edit: Talking about the Munar Base, I had to search the thread for the maximum part count on it. I came across 8 parts, with 4 legs maximum. Do the 8 parts count the legs? I think there was also a different part count for rovers. I suggest this go onto the OP.
  8. Could try bringing in another asteroid. I just tried ore mining at KSS in 1.3. Still no luck. By the way, why is the Munar Station so far off the equator?
  9. Finished my turn (47). I added a 7 part Munar Shuttle to the Munar Surface Station. It's landed a few dozen meters from the other modules, and has 1695 m/s delta-V left. As I'm sure everyone knows, 1.3 dropped, meaning I couldn't use KER, Precise Node, much less my kOS launch scripts. I've only recently been playing post Alpha, so 3.75 parts are still new to me (barely got them in my Career game). For this shuttle, I build a 3.75m launch vehicle with 2.5m Asparagus boosters, and a 2.5m Poodle upper stage. Without the use of the mods, it was refreshing (but a bit time consuming) calculating delta-V and TWR for all of the stages by hand.Here's the launch and landing. I did move it closer after that initial landing. Landings did not always go well. Eventually, I'll bring up a small ISRU rig, based on this design. This took a few days, partly because this was the 3rd thing I launched. I originally tried to sort out the asteroid / ore issue. I sent up an ore tank, and docked it between the drill module and the rest of the station. That didn't help. So I sent up another drill/ore tank. Still nothing. I even released the asteroid, and redocked it. No luck with the station, but grabbed it fine with the grabby module / drills. Still no ore. Guessing its empty? (not sure how to read that resource thing) Mabye we should try capturing another asteroid. I reloaded all of these, so the KSS is exactly how I received it. GIF of these attempts. Anyways, I've removed myself from the queue, added myself to the end, and uploaded the save file.
  10. I've been playing around with Infernal Robotics for the first time since restarting KSP (a few months ago). Something you can do to secure the arm so it doesn't flop around is to put KAS Struts on it, and secure it before take-off and re-entry. Of course that requires having someone go into the cargo hold while still on the ground. Another option would be to secure them with Stock Struts to a small decoupler. That's what I used on this rover to deploy the rocker-bogie wheels. Something else that can help with getting a robotic arm to fit, is instead of using girders, use Infernal Robotics Pistons. I've only got a Mk2 SSTO built so far, but this was a way to squeeze in a (tweakscaled) robotic arm into the cargo hold. Ignore the landing please.
  11. Not sure how that happened. I haven't touched the file in days. Could have been a copy/paste error by someone.
  12. I'm not sure which version you have, but here's a link to the Dev Build. It's different than on the forum thread. https://github.com/ferram4/Kerbal-Joint-Reinforcement
  13. If you're using Infernal Robotics, make sure to use the KJR Dev Build, otherwise it'll jam up IR.
  14. Thanks for the clarification.
  15. The GitHub manual states biologists can do research. I don't see that happening? Do I need to level them up more, am I bugging out, or is that out dated information?