Jump to content

Search the Community

Showing results for tags 'angel-125'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 2 results

  1. This mod is obsolete. Replaced by OPT_Reconfig A single-config mod. Converts all OPT Spaceplane Parts for deep integration with the Wild Blue Industries mods. Due to the popularity of OPT_USI, and interestingly, my migration to WBI, this was bound to happen. This modlet has been provided as its own mod due to the complexity of WBI. The many adjustments expected to come may make it impractical to provide this as merely one among the static MM patches already provided within the OPT downloads. Download :: SpaceDock :: GitHub This modlet will: Remove dependency on Firespitter and Interstellar Fuel Switch (except for the required portion used by Night Mode made by @stali79 ) Support Snacks and TAC LS. Do not install together with USI LS and my OPT_USI. You will get no support. Integrate Pathfinder, Snacks and AirPark. This modlet does: Adds resource switching to all parts with few, OPT-specific templates to reduce clutter when picking modules. Cockpits and cabins get fuel, KIS and snacks options. Cockpits get AirPark feature. Nose parts also get a SAS package. Cargo and hollow bays get fuel, KIS and snacks options. Remaining fuel tanks, inline SAS and wings get only fuel options. Labs get Doc Science Lab features. H cabin gets KIS and snacks options, and Geology lab, but no fuel. H noses get fuel, snacks and SAS options. Antenna gets WBI Geo scanner features. This modlet does not: Afford access to the full spectrum of WBI tankge options. If anyone asks (and I'm expecting it), I will gladly allow this but only for the cargo bays and hollow fuselages. Support other life support mods.
  2. There's AURUM in them thar hills! This challenge (to anyone interested) is an evolution of a mission plan I had in the (I don't recall well) late KSP 1.0.5 days, but abandoned as a resource scarcity (before I knew about making mods or changing the seed of a save) fundamentally wasted my efforts and my many intricate crafts. Short and sweet: it was a grand Duna colonization plan involving MKS Lite, USI life support, NF Tech mods, old SSPX, and SpaceY Heavy Lifters. How it works Deploy SCANsats (or at least the T.E.R.R.A.I.N. Geo Scanner device which is equivalent to the M700 stock orbital scanner but with some added features) and infrastructure at a target planet supporting a crew of at least 4 (life support recommended but not absolutely required). Once the scans are done and the infrastructure is far enough along or finished, send a manned mission to this planet and execute an intensive mining and exploration mission between arrival date and the first return transfer window. The intent is also to potentially have fun making your castle on the planet you're rushing at it. The mining mechanic is familiar to MKS users but to everyone else it's like this: The precious resource can't be located just by running a scan and dropping a waypoint on it. You must operate a rover or any other capable land vehicle equipped with a Buffalo cabin or any Pathfinder enabled Geology Labs. Every 3km (default setting) you must use the Prospecting tool and test for a resource lode. If you uncover a lode, deploy only WBI's drills and mine it dry. A resource lode is a finite and dense concentration of a resource like Kethane or the giant kidney stones unknown-type scatter objects that appear on the terrain in MKS. It is pure so its yield is massive and the containers will fill the fastest from it. Be prepared to have to haul way over 9,000 units back to the KSC! Crew are required to prepare and (most likely) occupy these parts while they need to be used. Gold! The mission objective Treasure Quest using Wild Blue Industries: GoldStrike. With any number of the yellow Gold Digger Portable Mini-Drill or the rover-body Buffalo Drill, mine at least one resource lode dry and bring home the bounty. Terms of engagement™: Wild Blue mods (Buffalo rover and Pathfinder bases) required. USI kontainers not allowed. WBI provides many tanks for holding the treasure. (Aurum also only exists in WBI. USI kontainers will not support it.) The best storage parts in WBI are the MC-6000 Buckboard, Mule MLM, Chuckwagon IMW. No rescue missions. No missed window. No kerbal left behind (I hope). Bring the full bounty or none at all. Resource must be one of the 4 GoldStrike resources: Aurum, ExoticMienrals, Karborundum, RareMetals. But Aurum is #1. Your report must at least include screenshots of: The location(s) with a GoldStrike waypoint marker and showing how much is in it before mining. The mothership that returns the bounty to Kerbin/Gael/whatever... with the resource panel open, showing GoldStrike tankage. The ascent vehicle, capable of carrying any significant amount of treasure. You need not actually reply in this thread. Feel free to use this in your own mission report/kerbal story and let me know you did so. Any OP engine mod is allowed if desired, but as Karborundum is a propellant, and can be scooped in space, you're not allowed to pick this for the treasure and have engines from its mod on any ship. (You can mine Karborundum with the WBI drills and without the Karbonite mod(s) installed) Any other USI mod is allowed. The levels Easy mode: Perform challenge at the nearest low-gee world: Duna; Niven in GPP; the moon(s) of The Atlas™ in Gameslinx's Before Kerbin; and whatever applies in Gameslinx Planet Overhaul. Normal mode: Perform challenge at a nearby planet except Niven or Duna. If using life support, this is any planet near enough that DeepFreeze is not required to help the crew and the food to last longer. Hard mode: If using life support, perform challenge at any distant planet without the use of DeepFreeze. If not, perform challenge at any high-gee world such as Eve or Tylo; Tellumo or Catullus in GPP; or in Gameslinx's planet mods: Fume, Sonus, Tillos, Thalius, Reaper. Very Hard mode: Mine at least 2 lodes. Perform challenge at Thalia or Icarus in Galileo's Planet Pack, or any lava planet in Gameslinx's planet mods. Otherwise, do Hard Mode (just 1 lode and the previous planets) with BARIS installed. Let me see your Equipment boxes. Super Mode: Impress me. I'm shamelessly directing hype towards @Angel-125 @Galileo @Gameslinx. Problem?
×
×
  • Create New...