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Andrew Duff

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  1. Today I can announce that Minmus Mining has commenced. Landed a mining module that is expandable. Mining Module: Expansion to include refinery: The refinery has already filled available fuel tanks planning to launch additional storage soon.
  2. I am always inspired by what I read in this forum. I check every day to see what wonderful missions are flying, craft developed or stories are being told. My 1.0.2 career mode got stagnant about month and a half ago (earth time), I had stations up over Kerbin, Mun and Minmus, I had saved lots of Kerbinauts landing throughout the local Kerbin system and had robotic landers on Duna, Dres and Moho. I had to expand the manned (Kerbal) space program also I needed science unlock mining equipment. I cannot play very often due to other commitments, so of course I started my new space program small !!!! Of course not I had just finished reading Andy Weir’s The Martian so I decided that the best way to upgrade science and experience was to build in orbit a ship similar to the book’s Earth to Mars ship to go to Duna. Designing and building “Duna One – Watney†(after the main character of the book) took 2 weeks:- Built in orbit Departing Kerbin (6 x nuclear engines in a pulling configuration) It took me 3 save games to survive aerobraking into Duna orbit I landed Kerbals on Duna and Gilly and managed to bring the science and experience home -- Sufficient to unload mining equipment. That was about a week ago, tonight I have just landed mining base on Minmus I will post this later.
  3. This is an absolutely fantastic mod. I have launched stations to Kerbin, Mun and Minmus. As soon as I got them up there power units started failing and I had to rescue Kerbals at a great rate of knots to ensure we had the right skills in each. I now ensure that there is a scientist, pilot and engineer on each on permanent rotation. Under contract the Minmus station was upgraded with 2 of Cx Aerospace's wonderful sleeping habitats. This evening Aszie Kerman had to be emergency evacuated from the Mun Orbital Outpost. Little did I know would provide an artistic shot of the ERV, Station, Mun, Kerbin and Kerbol -- as below. When I received KSP 1.0 I guessed I would be setting up mining with no real idea what to do next. Thank you Serverdsolo your mod makes stations realistic and enjoyable.
  4. Hi, I used the Sleeping Modules to expand my Minmus station from this: to this: 5 Kerbal Earth Return Vehicle is also docked up for a crew change.
  5. Thank you Pako1-2. Took me a while to be happy with it. I will share the craft file if you want by PM.
  6. Landed the first module from my Mun Base tonight. It has a modular base with docking ports, plan is to use the 2 'base movers' to move and add more modules to it including mining outpost. Launch Landed
  7. Mun Station now supports ERV made with Super 67 Capsule by RaptorHunterMz Great mod fantastic looking capsule
  8. Thank you for your mod. I have made great ERV/Lander with the 2.5m capsule and tourist ship with the 3.75m 6 PAX capsule.
  9. Severedsolo, Thank you for this mod. The Kerbals have now launched 5 stations and am receiving 'life like' missions for crew changes, repairing power components etc. Absolutely brilliant. Unfortunately Jeb smashed into some solar panels while attempting to dock with one of the stations on the tourist contract with Tito onboard. DD Rockets Inc (my company) is waiting for another crew change on that station to pull up replacement parts......Jeb....what can you do with him?..... All stations so far are single launches. I just received the contract to expand one to 12 Kerbals, so downloaded the CxAerospace sleeping station module by cxg2827 (screen name) so will be fun to complete the contract with that mod. Will be good place for the tourists. Again, great mod. Thanks.
  10. I have added Kerbal Space Station Mod to my game. Below are a couple shots of the Mun Orbital Station Mk 5 (took me a few tries but I think I am happy with this one!!) in orbit around the Mun. The station is a single launch so first shot is the tug returning to dock after the build. Next task is to add lander for the Mun exploration, then minmus, DDRocketsInc.
  11. Hi, I am playing KSP 0.90 with MechJeb and a few science mods (D Magic - brilliant!). Often when I take contracts and then go out of the game contracts that I have accepted disappear. Does this happen to anyone else? Thanks.
  12. I have the same problem with Mechjeb. I am running 0.25 with Mechjeb 2-2.4.0.0. I have tried landing on Kerbin, Mun and Minmus using Mechjeb and it does not kill the horizontal velocity correctly. I have managed to land manually with all craft (with infinite fuel...) so I know the Delta V is ok. Seems to me that there is something with this version of Mechjeb?
  13. I have been playing 0.25 Career Mode with a few mods mostly relating to science and aesthetics. The game kept crashing when changing to and from the Space Centre screen.....which is fun!! Managed to get a stable version going today so celebrated with a new flag for the new company DD Exploration. Started the game slowly, Jeb did ok with the first flight landing close to VAB I have the ScanSat and D Magic Science mods running so looking forward to making interesting satellites like this one from previous version.
  14. Quick image of my Station Science Space Station with Kerbin Escape Module (KEM) docked.
  15. I have been building a space station under contract for the Station Science mod. Unfortunately there were some technical issues with the functionality of the experiments mainly (I think) due to Jeb wanting to fly rather than do experiments...... Original station with Kerbin Escape Module docked is below: On the 2nd attempt launched the Station I could not get the Zoology Bay to rendezvour with the station core. it ran out of fuel and RCS on orbit leaving 4 Kerbals stranded. With Jeb on the ground sulking, it was up to Armstong Kermin to save Mitgard, Picard, Janeway and Lovell Kermin. HE made 2 heroic flights up in the KEM to bring the home safely.
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