Overjay
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Everything posted by Overjay
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Whoa, thanks, partner! I'm not sure with HOME, 'cuz as far as I know, there are only inflatable habitation tents. I will check Tyberdyne today, thanks.
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How's your computer handles all off these ... tons of parts? Still, looks damn awesome
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I've got an idea. Soviet space program had a project of inflatable airlock module, mounted on Vostok-class ships. And here I come with the suggestion of inflatable docking ports and extendable docking ... err, piers? Like a usual docking port, but with a telescopic tube and several pistons to extend it.
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Any fixes for the gravity ring?
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1. DMagic Orbital Science Adds a lot of interesting machinery, that does science 2. Tarsier Space Technology Adds fully functional telescope and science hard drives, to store info 3. Experimental Data Storage Adds little, radially attached box to store surface samples 4. Beastly Science Adds robotic scoops for doing unmanned sampling, and camera-unit, for making eva reports without kerbals.
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The Mun Base that hasn't made it....Yet!
Overjay replied to Castille7's topic in KSP1 The Spacecraft Exchange
Wow.. Well, I definatly have to ride that thing! Go to your KSP folder, find there "saves". There you'll see folders, named same as your savegames. Proceed deeper Then, you'll see two folders. VAB is for rockets, SPH is for planes 'n stuff. Search in the VAB for needed ship, and share it! -
The Mun Base that hasn't made it....Yet!
Overjay replied to Castille7's topic in KSP1 The Spacecraft Exchange
Dude, you definetly need some revising of your munar program! Suppose, you've managed to get that thing into LKO, around 100 km. How do you target it towards the Mun? TEH WOBBLE Ok, suppose you've got it to the Mun orbit. How you'll land it? Could be hard. Would you kindly share a craft file? I'm interested to look deeper into the structure -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Overjay replied to TaranisElsu's topic in KSP1 Mod Releases
Got a question. Where can I dump my Waste? Or is there somewhere a mod to recycle Waste ? -
Well, I had probes with "home" function Improved your design. Now it has 2x DeltaV All the magic is to remove structural plate and replace RCS tank with fuel tank Definately gonna use it on Eve. Thanks again for the design P.S. After outfitting it with machinery and adding comm-dish = 2000 DeltaV I guess it is fate
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I tend to disagree. The design itself is pretty good for "one shot" missions. Like to the Eve's surface. One major trouble with this craft, is that it hasn't much place for some more science tech. I tried to add some DMagic Orbital Tech machinery... Had to remove those RCS ports to have place for stuff. Anyway, this probe is pretty good. I gonna use it to do some science on Eve and Duna.
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Would you kindly write some info about it's engines and possible places to mount sci-tech?
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SPACE STATIONS! Post your pictures here
Overjay replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Thanks! Several parts look useful, gonna try this pack -
SPACE STATIONS! Post your pictures here
Overjay replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Whoa, it's massive! Would you kindly tell me a mod with those large nodes you've got there? -
SPACE STATIONS! Post your pictures here
Overjay replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Looks nice, but what it does? And why do you need so much big solar panels? Try Active Texture Management mod. Maybe it'll help you with that crashing. Reduces memory need greatly -
SPACE STATIONS! Post your pictures here
Overjay replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Hipparchos Station over the moon. Still under construction, but two vital modules are operational. It can refine Kethane, delivered on Keth-TUG, which basically is tank-carrier. I plan to add a Biomass's Greenhouse here, to study it's possibilities of life support, and one or two big orange fuel tanks. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Overjay replied to ferram4's topic in KSP1 Mod Releases
Got an issue with KAS struts. I've built fine station and reinforced it's docking node with KAS struts. When I switch to Mission Control, do some stuff, and then switch to the station - KAS struts are spaced. Seriously, strut ports are flying around the station, slowly drifting away from it. This stuff began to happen when I installed this mod. Any possibilities to make struts sit where I tell them? EDIT: Whoops, missed an update, gonna check it out.- 2,647 replies
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- kerbal joint reinforcement
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upgrading a vessel in-flight
Overjay replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
Well, you're right Sometimes I do some over-engineering, to prevent some accidential bad things. It appears to become a habit for me -
upgrading a vessel in-flight
Overjay replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
In my opinion, you have two choices here. 1. By stock. As I understand, you currently have only usual ClampoTrons, not Jr and not Sr. I'd recommend you to send a refueling ship, which has special part on it. That part should consist of at least two Clampo's, probe core, inline RCS tank and, of cource, some RCS thrusters. And you can attach some science tech over it, obviously. When in close proximity to your station, you should detach lander and dock your science module on top of it. 2. Modded with KAS If I were you, I'd use this method, because it's simpler and more lightweight. Two ways here. You can attach your desired equipment directly to the hull of the refuelling vessel, and then you'll detach it manually while EVA. Or you can attach a KAS container to the ship, and put equipment there. The difference only in weight of the KAS contsiner, and how it will affect your deltaV. -
Greenings, space folks! Today I present you my creation in Career mode and, honestly, my very first space station, built by docking things together. Here we can see a lot of station structures. On top of the central node, we have science lab and control room. To the right of node, we can see strange structure, which functions as station's dinner room, kitchen, storage and life support. It also has nice cupola, to look somewhere while eating. Under the node we can see crew-wheel module. This thing actually rotates and creates pretty enough gravity to sleep like at home on Kerbin. This part also has station's primary solar array for now. To the left of the station we see a vessel. That is my Maintenance Vessel, or MV for short. It is quite obsolete, and lacks some vital life supporting machinery, so it just sits here, waiting to be burnt in the Kerbin atmosphere. I tried to use it for comm-satellite upgrading, but it was quite difficult, due to satellite's geosync orbit. Behind the station is former booster-ship, which carried dinner-module to the station. Surprisingly, it had too much fuel to be wasted if burnt in atmosphere, so I decided to keep it as fuel tank. And some view from command block. That's it. As you may notice, I use mods, so I'd like to make a short list of mods, which are used to build this station: - Habitat Pack - TAC Life Support (and some side-modes for fancier parts) - RemoteTech2 - Mechjeb (only to have good intercept nodes) - Kerbal Attachment System - RasterPropMonitor - LLL pack Lite (those two baloons on the dinner's sides)
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Habitat Pack would be useful, I guess. Those inflatable modules are awesome!
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stock part suggestion
Overjay replied to Kruleworld's topic in KSP1 Suggestions & Development Discussion
Well, piloting isn't fun, when you have to do a LOT of stuff over and over and over again. That's boring. I have my fun, when try to land my ships precisely on planets, or dock 'em together. -
stock part suggestion
Overjay replied to Kruleworld's topic in KSP1 Suggestions & Development Discussion
It's weight is 0.3 instead of reaction wheel's 0.2. I feel 100 kilogramms of advanced tech But yes, idea is good. I thought about some basic flight computer, like that from RemoteTech2. To hold node prograge, kill rotation and other handy stuff