baconfortress
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@Gameslinx I have flown my missions to olei and olemut, filmed them and edited them. I am about to pull them into aftereffects but had some questions. 1. What are olemuts oceans and lakes made of? what is the red gas that emanates from them made of or caused by? 2. are there any background fun facts about olei and olemut you would like highlighted (quirks of orbit, formation of the planet, etc) next up is Gol and nightmare
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That map is literally everything I needed in life right now
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So id like to update this fully with all these new fixes so I can begin. Is there a particular new process that is outlined or am I just going to spacedock?
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Ive been downloading this off spacedock, Is updating this mod gonna be a whole new challenge lol
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The station is only the one of a series of craft in my M.R.V (Mission relay vehicle) System. It orbits Gaia (which I treat as a new solar system for narrative purposes in my design) and that main station receives new fuel and equipment from the original kerbin system. The other parts of the M.R.V system each have a specialized role. Please keep in mind in this photo the scale is not the same across them, if you look closely you can see the first three are quite a bit larger than the other two. The large cylinder sections are cargo holds. Second from the left is the lunar colonizer module (designed in this case for Thelai) which contains a suite of vehicles, mining modules, habitats, and a processing facility contained within the lander at the bottom and triple storage bays. The central fuel pod is designed to be discarded when the bottom section detaches from the top. The top section is for docking with shuttlecraft and contains a probe for exploring thelais surface before the main landing, in addition to a 9 man crew in cryo stasis and a nuclear reactor. The larger bottom fuel tank is used for multiple landing refuels for the attached lander at the very bottom. The next is a similar design, but for an atmospheric colony, since the landing vehicle is not part of this relay vehicle, it can slim down its fuel requirements as well and the docking port for the lander is used as an engine. The entire bottom fuel and engine assembly is discarded upon established orbit (designed for dreidos and neibos) and the vehicle splits in two, one portion containing an exploratory probe for the relevant planets moon, as well as a 9 man crew in cryo and a shuttle dock for arriving craft, while the other contains the myriad of habitats, vehicles and mining equipment. The aircraft necessary to deliver the heavy modules arrives separate from the M.R.V., unlike its lunar counterpart, which is incorporated into the M.R.V. The 4th is designed for use assisting manned landing expeditions in which no colony is being established. It is used both for lunar and atmospheric exploration (Currently Flak and sonus). Once in safe orbit the fuel and drive section is discarded and the lunar probe deployed to the relevant planets moon. Like all M.R.V the top docking section contains extensive fuel supplies, which are used to fuel landing craft for their expedition, and refuel them for departure at the completion of the mission. It likewise contains 4 crew in cryo. The Final M.R.V is designed to dock with my simpler shuttlecraft (seen docked on several of these) and does not contain any cryo crew. It contains fuel supplies necessary to fuel the shuttles for lunar landings, and like the others a probe craft to explore the smaller moons. This was designed for Gaia's moons It is likely missions to quarta, scorch, and olu'um and its planets will have a different set of designs, but I may reuse some.
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Getting ready to get my science and exploration started, beginning with Gaia and its moons, saving oluum and its stuff for last Figured id link the space station orbiting gaia Im gonna use as a base of operations. Love this mod!
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I just dragged it over and repllaced all the copies and it worked, perhaps I should go do that again properly. It is working though
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and the download begins. I presume we just replace the folders we have with the new ones?
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nice, that should not harm my mission there, the flight profiles should still land, engines still work, and repulsors still happen. Rocket power was a bit overkill on that plane anyway
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Will these terrain changes have any effect on their surface gravity or atmospheric composition? ground terrain changes will be irrelevant to my designs.
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Seeing that disk has me excited, cant wait to start my missions. Got almost every aspect of their design finished, just waiting for the update to start filming. Hopefully the planets dont change so much that my R&D goes to waste. Got a couple ships I built just for this mod I figured worth sharing @Gameslinx: I will put the finished product on reddit and youtube, which you gave the greenlight to ages ago, if there is anything in particular youd like shown off lemme know. First I have my colony ship on Thelai, carries habitats, hover vehicles, tracked hauling vehicles and large scale science experiments and lab. Also include 2 shuttles for an emergency evacuation Above Telos, the habitats and vehicles are boarded onto a massive k size spaceplane, its thortech engines permit nearly infinite flight in atmosphere on telos, and its rocket engines allow it to return to its orbital perch to load future modules. The orbital facility has 10 kerbals in cryo, as well as a suite of shuttles in case of emergency evacuation On Dreidos, the manned warpjet explorer is able to use its engines to explore indefinitely, with several scientific packages and a ground rover for surface exploration. Like most craft in my program this has no landing gear, relying on repulsors Unmanned missions include different types of probe, this one is warpjet based, operating on gaia On Butai, the heaviest drone I build pulls a trailer with a large number of scientific experiments both on board and in storage. It will be met by a shuttle full of scientists once in position
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The version I am using does not have the accretion disk but looking back a bit I see you have a new appearance from it. Is my version out of date or are the accretion disks not back yet? I would happily update now lol
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
baconfortress replied to JadeOfMaar's topic in KSP1 Mod Releases
So put in some work today rebuilding some of my mission craft for the updated parts and the surprise of them actually working! Figured I was really enjoying the mod and shoudl share what its made possible.These pictures of mostly of a warpjet based craft i was flying on Dreidos. This is the rear engine setup, big warpjets for flying in atmosphere and aerospikes for leaving it. Turbofans on the wings and beside the cockpit are for navigation on the ground Most of the craft in my current lineup dont have traditional landing gear and instead use gravity repulsors. I tend to land craft like this on water to make a smooth landing a sure thing. its also pretty and fun to do. The ship uses grappling hooks to secure itself once it reaches its destination, it can lower or raise the strength of its repulsors (and the length of line from the winches) to bring the ships boarding ramp in line with the ground or to help it deliver its payload of science and rovers/etc for the record this is why we do so many test flights, my lower airbrakes met a rather messy end, but my payload is here and safe. This last photo is from my lunar builder module. This gigantic craft delivers an entire colony to a body without atmoshpere. the habitats, mining facilities and ground utility and science vehicles are contained in its belly, with 2 shuttlecraft docked on top of it. the inside of this thing is kinda nuts. The shuttlecraft all use thor engines for their efficiency with the electrical support -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
baconfortress replied to JadeOfMaar's topic in KSP1 Mod Releases
did a full reinstall of everything with your updated mod, it now works all over gameslinx planets as well, whatever the error was has been resolved by the reinstall and update -
@Gameslinx So on a hunch I did a fresh install of everything and all of your planets are now working with intake atm and the thor engines. No idea what happened, but its working. sorry to take up your time on that
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@Gameslinx oxygen is a diff resource. From my understanding air breathing engines that come stock run on oxygen only, and the generic "ATM" resource was representative of intakes able to process different gas mixtures. So while jet engines with "intake air" flame out on eve and duna (and butai and scorch etc), engines with "Intake atm" would still operate, allowing you to fly spaceplanes on those planets a bit more efficiently than burning rocket fuel in dense atmo.
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
baconfortress replied to JadeOfMaar's topic in KSP1 Mod Releases
thankfully I hadnt started flying the missions! just updated and hopefully that sorts it all out -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
baconfortress replied to JadeOfMaar's topic in KSP1 Mod Releases
is the glowing blue ball that appears far ahead of warp engine intakes an intentional effect or out of place? if intentional, is there a scientific phenomenon that actually creates this effect I could read about or cite? -
@JadeOfMaar I did this, and it permits intake Atm to work on gaia and telos, however its entirely possible telos could have oxygen thats making it work that im unaware of. I posted on gameslinx thread and he implied the lack of intake atm is a known bug that the new patch will address. With luck that will be the case. I can continue my testing and building on gaia where the intakes work (lord knows the flight control in different pressures will be something nuts without testing but screw it) edit: that moment when you realize this is that thread....duh
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
baconfortress replied to JadeOfMaar's topic in KSP1 Mod Releases
@JadeOfMaar: sure is, I design the craft, plan the missions, fly em, film em, edit them and voice them. sadly the documentary style was absent the inane screaming and racial slurs more common to lets play series and it never really took off. -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
baconfortress replied to JadeOfMaar's topic in KSP1 Mod Releases
Ive already got a great deal done on my next set of videos. This mod is heavily featured on all of them for the aerospikes and turbofans. I will try to make this set of videos at or above the standard of the ones I did previously This is one of my favorite videos of those I have done before (its been awhile): -
Hi there! After a somewhat long hiatus from the game I returned purely to dive into this mod. seems my timing was a bit off and I will prob wait for the next update for my video filming, particularly to include the accretion disk for the proper display of the mods appearance. as cool as the glowing purple olu'um is, I think it will be much better with the disk effect. I am curious, with OPM for example there were a much larger volume of clouds on atmospheric planets, is this something that I can emulate in this mod by adjusting some of the settings, or shoudl I leave it be? I am running into a few odd problems . I am using the thor-tech mod, nifty setup, that permits the use of Intake ATM instead of intake air (many mods use this from my understanding). However it seems that virtually none of the new planets atmospheres have the "atm" resource these intakes and engines use. I found that Telos has it, and of course gaia, which leaves me to believe that their addition was intentional. Is this something to expect on other planetary bodies, or are gaia, laythe and telos the only ones? Additionally, Gaia does not have a breathable atmosphere, is it normal in this mod for my kerbals to need helmets at the KSC? I gotta say, I already did a set of videos on the outer planets mod, and it adds alot of cool stuff, but some of the concepts here really knock it out of the park. truly awesome mod
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
baconfortress replied to JadeOfMaar's topic in KSP1 Mod Releases
Hi there! first off just wanna say I love this mod, and its formed the basis for a set of youtube videos I want to make with gameslynxs star system. The problem im having is that while the intakes work on "gaia" his kerbin analogue, but dont seem to intake atm on other planets with atmospheres. Is this something I am doing wrong? or perhaps an issue with his planets? -
KSP Interstellar Extended Continued Development Thread
baconfortress replied to FreeThinker's topic in KSP1 Mod Development
I am having a problem like this with nearly every engine type. For some reason I cannot get engines to behave on beamed power, they all fizzle out after a few seconds despite having all the relevant resources