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  1. I was getting no error message until I reinstalled stuff for something else. Now I get this error. So in my modded KSP 1.3.1 install, I was having issues with invisible terrain, so I removed all mods and readded them manually one by one until I found the issue to be with kopernicus (update to the latest version, kopernicus 1.3.1-9, fixed it). After replacing the rest, however, kopernicus gave this error on the start screen, and I would get an endless load screen when trying to start any game. Reverting to previous kopernicus didn't fix it, and after removing and replacing mods one by one again, I found the issue to be with SVE and OPM. The game would work fine if I included all mods except the SVE folder. Same if I included all (including kopernicus) but the OPM folder. However, with just SVE, OPM, and their dependencies, I get the same kopernicus error and I can't figure out why or how to fix it. It's driving me mad, as I have to choose between OPM and clouds now... I'm running KSP 1.3.1, kopernicus 1.3.1-9, OPM 2.2.1, EVE 1.2.2-1, and SVE 1.3.0.4 with low res textures. Here's my output_log, and my gamedata folder looks like this.
  2. I've installed SCANsat and OPM. I've never tested this out before, but does SCANsat work with bodies introduced into the game via a plugin? I can see that SCANsat's pull-down menu has (currently blank) maps for the outer planets.
  3. Well, I keep starting new games and having something happen so I never get my space program much out of Kerbin SOI, so after my 1.1.3 game threw my main base into orbit just before I tried to upgrade to 1.2.2, I decided that this time I'm not going to bother with intermediate steps, at least not more than absolutely necessary. (I have one possible base planned in Kerbin SOI - I'll discuss that in a bit.) The ambition is therefore grand: A complete tour of the system - complete with the Outer Planets Mod - in one go. Map and visit every anomaly, at least with an automated rover, and actually set foot on as many as possible. (I'm still debating Eve. Laythe and Tekto are likely to be fairly big challenges.) USI-LS is in effect, with fairly moderated penalties. Loads of other mods, including CLS, Scansat, MKS, DMagic, Hanger, DeepFreeze, Karbonite, etc. The game is in Science mode, with nearly all of the CTT unlocked. (I considered Sandbox, but I want to actually see what the science looks like. So I edited in enough science to unlock things.) General plan is a large expedition ship that will move into orbit around each planet - possibly each moon, depending on DV requirements - and carry a variety of support vehicles in hangers. Support vehicles are being designed first, so the expedition ship can be designed to hold them, although I have a 'general concept' design that I'll probably use as a baseline. My general concept design could in theory take off direct from Kerbin - but I may set up a base on Minmus for construction, to allow a wider range of designs. The plan is to add to this as I progress. Any suggestions/hints will be taken into consideration. So, the current support vehicle fleet: First off, we have the scanner probe, designed to generate a complete survey of each world we encounter. The plan is to carry at least two. There are two designs up for final consideration, the RTG version: And a nuclear-powered version: The nuclear version has twice the TWR, the RTG will be slightly less maintenance and has a bit more dv. (Though that's largely because it has more Xenon tanks.) A prototype of the RTG version is currently scanning Minmus. It's one flaw is that TWR was so low that it took ~4 burns to reach Minmus, which leaves a slight concern that it may not have enough TWR for some insertion. (It is designed explicitly to be launched to and retrieved from a moon while the expedition vehicle remains in the parent planet's orbit. Depending on the circumstances, it may even be able to do a moon-moon transfer.) The next vehicle is considered 'tentatively complete' - it may need to be adjusted to account for lander designs. It's purpose is to visit each biome and anomaly on a planet and collect science. The science will be collected at a manned landing site which the rover is expected to return to between each stop. Obviously the goal is to collect as much science as possible. This is a 'universal' design: RTG power, and experiments for both atmospheric and non-atmospheric worlds. (I normally try to design without clipping, but so many of the science parts can't attach to each other, meaning they can't be stacked. So in some cases on this I'm 'stacking' via minor clipping.) The 'main lander base' design is being refined at the moment, although the general consensus is to settle on the Karibou platform as a baseline - at least for the non-atmospheric lander. (Atmospheric landings are expected to provide special unique challenges, and therefore will need a different lander design.) Here's to a successful mission.
  4. Ok let's actually do that T- 200 days : Tytan Heavy rocket launches from KSC carrying 170 ton, fully fueled propulsion module for the transfer vehicle. After 25 minutes of flight, propulsion module reaches it's orbit, 650 km above kerbin. I decided to put it that high to make trans-Urlum burn easier to perform with low thrust plasma engine. T-150 days : Another heavy launch! This time, crew habitation module is send to dock with previously launched propulsion module. After a successful rendezvous, crew module separates from the upper stage of the rocket and begins docking maneuver using build in RCS thrusters. T-100 days : Last peace of hardware required to complete the mission leaves kerbin. It is a small lander that will carry the crew from the Atlantis transfer vehicle to the surface of Priax and back to orbit. T-10 days : The Orion Heavy capsule launches from the KSC carrying 6 crew members on board. Capsule docks to the docking port number 2 of the crew the crew transfer vehicle. Finally, the capsule detaches from the Atlantis and begins it's journey back to kerbin. T-0 - the launch day : Launch day! After reaching an Urlum launch window, crew fires the main reactor and the plasma thruster for the trans-Urlum transfer maneuver. The burn will last for about 1.5 hours, increasing the speed of the space by around 4500 m/s. This will put the ship on trajectory that will lead to an interception by Urlum's gravity in 3 years and 70 days. Then the crew had to wait 3 years for the next part of the mission. They spend this time watching dr Kerman, Kerman Trek and other fantastic TV shows T+ 3 years and 40 days : Urlum arrival. Crew fires main engine again. This time to deaccelerate the ship and close the orbit around Urlum. Due to the high speed of the spacecraft, this burn also lasted for about 1.5 hours. After 1.5 hours, burn is complete and ship enters a stable orbit around Urlum. T+ 3 years and 49 days. 9 Days after the orbit insertion burn, ship performs a small correction burn. T+ 3 years and 60 days : Priax arrival. Crew fires the engine again to close the orbit 40 km above Priax surface. T+ 3 years and 61 days : Landing time ! Crew boards the lander and undocks from the orbiter. Next, landing burn is initiated to slow down the spacecraft and bring it down safely. As a propulsion, lander uses pair of small monoproppelent thrusters. Pilot had a really hard time finding a landing spot. Touchdown! Now it's time for the first step on the Priax surface. Bill Kerman - First Kerbal on the surface of Priax ! The rest of the crew joins him to make a space selfie. Crew spent next two months on collecting some science and making flying around using jetpacks. T+ 3 years and 122 days : Just before leaving, crew used a fuel reserve onboard the lander to visit the bottom of the nearby crater. Now it's time to finally leave this piece of rock and come back to kerbin. To do that, crew must enter the orbit and dock to the Atlantis crew transfer vehicle. Docking complete! After transporting all samples to the transfer vehicle, crew seals the hatch and detaches the lander. It will remain on Priax low orbit until Urlum's tidal forces will cause it to crash onto the surface. Meanwhile, crew executes a maneuver to leave Priax SOI. T+ 3 years and 135 days : Crew performs trans-kerbin insertion burn. Burn lasted for 1 hour and put the spacecraft on a return trajectory. Return trip will take a bit longer than a flight from kerbin. T+ 8 years and 356 days : Kerbin arrival. Ship performs the last burn of this mission to close the orbit around kerbin. T+ 8 years and 360 days : 4 Days later, Orion heavy capsule launches from KSC to bring the crew down from the transfer vehicle. The end PS: Unfortunately Priax turned out to be made out of ordinary rock and ice. Mods : Outer Planets (For Urlum and Priax) Kopernicus (required by Outer Planets mod) Near future propulsion Near future electrical Near future solar Near future spacecraft Near future launch vehicle
  5. [NOTE: This is a fresh start/reboot of "The Outer Planets Adventures!", which some of you may remember. It is in a different save, so some past events mentioned in both series may be contradictory, although they did actually happen.] [NOTE: @Angel-125's Wild Blue Industries mods will be featured heavily in this Mission Report, for the simple reason that I like them and they are very well put together.] The space program was looking better than ever. Five bases on Duna were constantly staffed, and a permanent colony had been established on the Mun. Plans were even underway for a sample-return from the inescapable hellscape of Eve. With the recent return of the DSEV-02 Columbia, even the Jool 5 challenge was now complete. It was time for exploration of the outer planets to begin in earnest. Apart from initial flyby probes and Joolileo-style orbital missions, the outer gas giants were a mystery. Plock was even more unexplored due to the enormous Delta-V requirement, with just one probe, Plock Horizons, having performed a flyby of the Plock-Karen system. Exploration had really been more focused on the inner planets, the Dresteroid Belt, and Jool, which were far easier to reach Delta-V wise. Excluding RTGs and LV-Ns, nuclear technology had really only been used twice in space: on the DSEV-01 Enterprise, which carried the first Kerbonauts to Duna and Ike before going on to Dres and returning, and the DSEV-02 Columbia, which recently completed the Jool 5 mission and is now scheduled to travel back and forth between Kerbin and Jool for later expeditions. Both of those craft have nuclear reactors for power, and an advanced Supernova engine custom-built by Wild Blue Industries to be as ridiculously efficient as possible. The next target of the KSP's exploration is Sarnus and its moons. Gene and Mission Control have hashed together a rough timetable: [KERBIN-SARNUS TRANSFER WINDOW 01] -Sarnus Expedition 1 (SE-1) departure. The SE-1 consists of a mothership probe that will carry communications relay satellites and an ion-powered orbital survey probe to Sarnus orbit, and a completely separate standalone probe that will refine on the orbital surveys of the other probe using a Wild Blue Industries TERRAIN scanner. [KERBIN-SARNUS TRANSFER WINDOW 02] -Sarnus Expedition 2 (SE-2) departure. The SE-2 will consist of a crewed DSEV-class mothership and an assortment of landers, as well as separately launched and transfer-burned supply drops to assemble a Pathfinder base on Eeloo to be a base of operations for the mission. [SOME TIME LATER] -SE-1 arrival. SE-1 (hopefully) completes primary mission. [SOME TIME LATER] -SE-2 arrival. Due to SE-2's actual mission being made up on the fly based on the results of SE-1, no further mission statuses can be anticipated from here. --- Wild Blue Industries has been contracted to make a new DSEV-class vessel, entitled DSEV-03 Challenger. Challenger will be heavily modified and almost completely different from Enterprise and Columbia, due to Challenger being required to go vastly longer without resupply or refurbishment. --- Stay tuned for screenshots and more updates coming soonTM.
  6. Hi! I've been struggling to find a way to install the outer planets mod for KSP, because it's my very first mod. i have installed tons of different versions of Kopernicus, and different versions of the planet pack, trying them in all of KSP's versions from when the mod was released up to 1.3.1, and i always get 3 results: 1st: everything starts out OK, as the game loads up i can see items from the planet pack being loaded, but once i get into the main menu, a screen pops up saying there was an error in the loading process, and loading your saves is not recommended, because it could corrupt them. if i ignore this message and start a new save, it leads into the second result. 2nd: everything is OK until i either continue a save or make a new one. i then get an infinite loading screen with the KSC night crickets playing in the background. i have given this loading screen hours to do anything, and nothing happened. 3rd: the game goes up to the KSC, and when i check the tracking station, Sarnus, Urlum, Neidon and Plock are nowhere to be found. I have been trying to install the mod for 2 days now, and these three results keep coming up with no matter what advice i take and what combination of Kopernicus, OPM and KSP updates i try. it's really frustrating! If anyone can help me, for example a combo of KSP, Kopernicus and OPM that works, it would be much appreciated! thanks!
  7. The Sarnus Pathfinder, launched almost five years ago, finally arrived at Saturn, unfortunately not staying there and leaving the entire Kerbol system. It was possible to achieve such speeds by ultra close Slate and Eeloo flybies, which gave it enough speed. All of them were perfectly planned, unfortunately, close Tekto flyby was impossible. During the slingshots, Pathfinder was able to capture stunning firsts of Sarnus system up close. It even found a completely new moon, designated Sarnus IV, the official name is still to come. Here are some of the best captures: Distant Tekto: Gigantic Slate: The newly discovered moon, Sarnus IV: And the last, but not the least, amazing ice moon, Eeloo: The upcoming mission, Sarnus Explorer, will be a brand new mission on its own, and it will explore the Sarnus system for a lot longer, staying on Sarnusian orbit. The mods used are OPM, its dependencies and Hullcam VDS Continued Oh, and also, may Chuck Berry, the one and only rock and roll father rest in peace.
  8. I've been trying to set myself up with a game that uses Outer Planets Mod and rescales bodies 3.2x, and orbits 6.4x (as I remember reading people had good experiences with that setup, ages ago). I actually started on a config (here, for reference, note that OPM already does its own rescaling of antenna power, and it is very basic), but was wondering if anyone has something more developed than this. I do already find getting to Kerbin orbit a nice sweet spot between challenging and annoying, but I have a nagging suspicion I'd end up tweaking the config in all directions later on.
  9. Hi, is Scansat working with custom celestial bodies like Outer Planet Mod ones? I deduce it doesnt as its names doesnt appear in the surface map list. Are there any plans of implement it?
  10. The Outer Planets Mod is a well-made planet pack that has been around for a while, but has anyone actually gone to them? This thread is all about changing that. your mission: -land on all planets and moons in both the stock and OPM systems -complete as many of the challenges below as you can -return your kerbals alive (if possible, don't sweat it) -wrap it all up into a pretty youtube video or AAR, or even a pdf Rules -no cheating (seems pretty obvious but I thought I'd put it in anyway) -you can skip moho, eve, tylo, laythe, slate, and tekto if you really have to, but if you can land on them, do. -this is not about "getten er done," have fun with it and build all sorts of crazy ships -no mods set in the future, such as Near Future Technologies or Interstellar Extended. Unless of course, you are on science/career mode. Leaderboard challenges (in descending order of difficulty) 1. No ISRU/refuelling ( jk , of course) 2. life support (I don't care which mod you use) 3. single launch (hope you like asparagus) 4. low launch mass (how low can you go?) 5. Re-useable get it assembled in orbit with SSTOs or some sort of re-useable launch vehicle, and return as many pieces as possable 6. Jetpack joyride land on as many bodies as you can using the jetpack completers: some resources: https://i.redditmedia.com/lsWcSwBOc3p3uynh9swc5eyJNrK5eQLZXo3o4TA3I2M.jpg?w=1024&s=04d3f3ae3586f6e609ed9136a2d02561 https://www.youtube.com/watch?v=Mrec-V19udA dres makes a good re-fueling base with OPM so consider completing the dres awareness challenge with a massive re-fueling base:
  11. Well, this may be a foolish post, but i want to share my feelings about this game. For me, it is by far the best buy i made for playing. Not only im having so good time with it NOT ONLY PLAYING, BUT ALSO IN THE FOURMS, YOUTUBE, AND SO ON, im learning a lot about physichs, orbital maneouvers, and universe itself... It is the only game i can spend more time reading a and learning in the forums than playing, or enjoy judt looking at what pp have made (mods) to improve this each time better and better game. I recently sent a probe to Sarnus (OP Mod) and wow, i couldnt sleep thinking about the "incredible" voyage the probe "is doing". Blame me if you want, but i can say for sure KSP partially stuffed (well, only being a real astrophysicist woulf fullfill) a hole i had in my mind looking for space exploration! I just want to congratulate KSP developpers and modders for all the good time you are giving to me and so many users. Thanks!
  12. Title explains it all!! All my YouTube videos are posted here!! enjoy and subscribe!! Conquer OPM: Title explains it all! Here, we go exploring every nook and cranny of the Outer planets mod. (Not really but just deal with it) episode 1: Episode 2 Episode 3: Coming in 2 Mun Base Alpha: Here, I go launching modules for a large scale base on the mun, but with a twist. TAC Life support is added so these kerbals are not the forever living beasts that they are, and they need food (and supplies) Episode 1:(Bad Commentary, hehe) Episode 2: Celestial Stations!: Once again, another pretty obvious title. (Maybe) I go around building space stations around every celestial body... Maybe... Episode 1: Coming in 3 RemoteTech Playthrough Just playing RemoteTech, and having fun. Episode 1:Next Others: I really think that we don't need a discription here. :-) KSP: Eeloo, A short film Preview #1 Thanks! Hope you enjoy! Be sure to Subscribe! --> https://m.youtube.com/channel/UC27GMBkYVwQ0qZ4J3AdJggg
  13. As you might have seen, I recently sent a mission to Jool where I did multiple flybys of its moons. Here, I have screenshots of a Cassini-like mission from the probe Surveyor 21. (Surveyor 18 and 19 heading to Urlum as I type; coming soon!) I sent Surveyor 21 to Sarnus, a planet from the Outer Planets Mod. I'll be posting screenshots of flybys and other cool things as they come along. First album: Sarnus approach and Eeloo flyby. Link here: http://imgur.com/a/dcKbJ
  14. This mod has since been integrated into my new pack Kerbal Visions. I've wanted a Sedna analog for my own sandbox saves for a while now, but no one has ever made one. I whipped this together with KittopiaTech in about an hour. This is basically just a slightly undersized Minmus that has been recolored and re-seeded. Since we don't know what Sedna looks like, I think that this is a pretty good approximation. Out in the Hills Cloud, Sedna is unlikely to suffer many impacts, especially large ones. NOTE: By default the mod is set for OPM. Open the Settings.cfg to enable stock orbits. Features A poor man's Sedna analog that looks a lot like Minmus but more purple and weird Discover a world you've totally seen before, but harder to get to - kinda like Dres, but even less lovable! A texture that you could probably make with MS Paint and a Minmus map if you tried Full compatibility with OPM and GregroxMun's Planet 6 mod Enjoy!
  15. so i have no idea how to integrate opm into koperrnicus i have absolutely have no idea so a step by step instruction would be nice (no ones made instructions plz help )
  16. My company, DDRocketsInc has won an exclusive tender from by the Kerbin Administration Science & Space Council (KASSC) to assist them with exploration of the Kerbol solar system, including Outer Planets Mod. The KASSC benefits not only from the extensive science that the exploration brings but also experience they need to develop their Kerballed exploration of the solar system. I have therefore started a new career mode in 1.1.3 with unmanned before manned mod because I can’t stand killing poor Kerbals. With an initial outlay of funds, the company has steadily developing ‘generations’ of probes to complete the exploration. Each new generation received the latest science available and (typically) upgraded propulsion as well, in this manner each generation (should) also extend the range of exploration. I have tried remote tech before but am more of an engineer/designer than pilot and so just get too frustrated trying to get communication networks up. I should also point out that the company DDRocketsInc also received a grant from the KASSC about 2 years into the agreement to jump from generation 3 to 4 as contract funds were drying up. Ironically in many cases as soon as they were launched and set for transfer many other organisations put up paying contracts, so DDRocketsInc has been able to start paying the Council back. Generations of Probes Generation One: Pioneer Class Tier one and two science, they came in orbiters only. Probes feature liquid fuel/oxidizer propulsion with early generation solar power. Pioneer class orbiters where sent to Kerbal, Mun and Minmus SOI only. They were also used for many contracts within those SOI to gain funds Generation Two: Venturer Class (Roc) Tier one, two and three science they came in orbiters with landers attached. Probes feature liquid fuel/oxidizer propulsion for landers, and RCS for orbiters. Both orbiters and landers feature upgraded solar power compared to the Pioneer Class. Venturer series probes are called Roc Probes after mythical bird of prey. Orbiter Lander A pair of Venturer class orbiters with landers where sent to Duna as the transfer window came up. Transit time of 500 days allowed me to start Kerballed exploration of Kerbal, Mun and Minmus SOI. When they arrived landers landed on Duna and Ike, each orbiter also parking at either body. A single Venturer was also sent to Dres when the transfer window openned. Generation Three: Pioneer II Class The Pioneer II class orbiters were an upgrade of the Pioneer class. I had managed to unload some tier three science to use on them and larger solar panels but not much else. I kept RCS propulsion as it seems more efficient than liquid fuel/oxidizer. A pair Pioneer II class where sent to Jool as the transfer window came up. A special lifter was also sent with a pair of modified Venturer landers to scope out science on Jool’s moons. Modifications were limited to upgraded solar panels. Generation Four: Discovery Class (Crius) A Sarnus transfer window as opening and I really did not want to send a Pioneer II class orbiter because it does not seem right to use RCS propulsion that far out into the solar system. I had just received a contract to test the ‘Dawn’ Ion engine in on a suborbital trajectory to Minmus between two heights I built the orbiter up to be used on a Sarnus mission all available orbital science (up to a mixture of tier 4 and 5). I decided to call the discovery class Crius – the titan god of constellations in Greek mythology. Crius orbiters feature Ion/Electric propulsion with four of the five section solar panels from ‘future solar’ mod, loads of science and gold plated cores. Ion Drive Instruments A pair Discovery class where sent to Sarnus as the transfer window came up. They are still on the way. Generation Five: Eyre Class (Phoenix) As the Discovery class probes are stand-alone orbiters I decided to design a new class of landers, they are named Eyre after the famous Australian explorer (Edward John Eyre). The Sarnus transfer window was still not quiet open so I sent two of the new Eyre landers there to check out Sarnus’s moons. These first 2 Eyre class landers are called Phoenix 1 and 2. They are non-atmospheric landers and feature liquid fuel/oxidizer propulsion with four engines to provide plenty of TWR on landing, plenty of surface science and gold plated cores like their orbiting (discovery brethren). A pair Eyre class where sent to Sarnus’s moons as the transfer window came up. They are still on the way. Kerbal Exploration While the robotic explorers from DDRocketsInc’s have been exploring the solar system, the Kerbals from the KGSSC have been placing their toes in the water around Kerbin and her moons. They have managed to land on both the Mun and Minmus and build a small orbiting science station around Kerbin and the Mun. Bob on EVA Kerbin Orbital Science Station (KOSS) Landing on Minmus DDRocketsInc has recently received contracts to develop ore scanning software and satellites. We understand that the Kerbals are planning to use these to start mining moons and asteroids so they can reach further into the solar system. Please stay tuned for the further adventures from the KASSC and DDRocketsInc, next week will look at how DDRocketsInc has developed the Intrepid class of lifters.
  17. So, as we know, 1.1.3 severely broke Kopernicus. So, I downloaded Kopernicus 1.1 and OPM (Outer Planets Mod) and when I tried to load a savegame/start a new game, I simply could not start it up. HELP!
  18. So, I was trying to make a Tekto base (picture enclosed) and I noticed that when I separated the first stage, the craft randomly torqued west. HELP!
  19. So, I was thinking of OPM, and I came up with this challenge: Send a manned mission to go to all moons of all OPM planets, (Passing through their atmosphere, or in Plock's case, fly near the surface) And go back to Kerbin in at most 200 years. Comment if you have any ideas, or if you completed it! Sorry, Time limit is now 500 years.
  20. Hey Guys how do you get on mun
  21. So I can't get the clouds to work on KSP 1.1. I'm pretty sure I've downloaded and installed it the good way. If you need more information, tell me! Hopefully somebody can help!
  22. I'd like to do a probe landing on Tekto and one on Putto using NFT parts. Doesn't need to be one launch, but that would be cool. Problem is I'm much better at designing BD Armory stuff than building a spacecraft with the required dV and resources needed for this. I'm pretty fine with using maneuver nodes, I just need help with the craft design itself. Would anyone be willing to assist me with this?
  23. Finally finished the craft for my Urlum mission. And have them appropriately docked and prepped for the mission itself. The entirety of the mission fits on a single chassis, with individual modules and craft docked or coupled to the main rocket. The main rocket, which is not yet named, runs on liquid hydrogen The habitat modules on the rocket do not have descent rockets, so this vessel lifts them off the main rocket assembly and drops them off on the moons of Urlum. Since gravity is fairly light and the moons are all vacuum argon engines are used. I havent named this one either yet. In order to search out good landing sites and visit biomes on the moons I wanted a 1 man craft capable of doing it all in Urlums space. the "Mud-dauber" is both an argon rocket and a hovercraft. It is the third iteration of my kerbonaut mobility assistant vehicle series. Hopefully will have this all tested and ready for launch and film by the new year! For those interested in designs from previous episodes you can find them here: https://www.youtube.com/watch?v=SEvziceJXMM&list=PL2fxlSN_yvQc5l8xjAnoEGRvgAyD0sGku
  24. So I finished the KSP side of this mission quite some time ago, and have even released the first two videos. With the third video releasing in the next week or so, I figured I would share the journey so far on these forums, as I've gotten amazing feedback from this community. The first is a summary of involved craft and the departure for Sarnus (and eventually Slate) orbit: https://www.youtube.com/watch?v=MZciIZzx1vM The second is landing on tekto and slate, and the establishment of a lunar mining operation on slate: https://www.youtube.com/watch?v=SEvziceJXMM The third, soon to be released will explore eeloo, hale and ovok Hope you guys enjoy! I always appreciate feedback and sharing!
  25. I installed the latest version of OPM (1.8.1) and the latest version of Kopernius (0.5.2), both compatible with 1.0.5. However, all of the gas giants were rendered as plain white balls. Their rings were solid white. To make matters worse, none of the gas giant's moons besides Eeloo even appeared. I am running 1.0.5, with all mods compatible. Mods Using: MechJeb KAC KER SpaceY Heavy Lifters PAck SpaceY Extended TweakScale UbioZur Welding ModuleManager
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