Andrew Duff
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Everything posted by Andrew Duff
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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.
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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.
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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.
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SPACE STATIONS! Post your pictures here
Andrew Duff replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Thank you Pako1-2. Took me a while to be happy with it. I will share the craft file if you want by PM. -
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
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SPACE STATIONS! Post your pictures here
Andrew Duff replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Mun Station now supports ERV made with Super 67 Capsule by RaptorHunterMz Great mod fantastic looking capsule -
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.
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SPACE STATIONS! Post your pictures here
Andrew Duff replied to tsunam1's topic in KSP1 The Spacecraft Exchange
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. -
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.
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Why isn't MechJeb landing?
Andrew Duff replied to briligg's topic in KSP1 Technical Support (PC, modded installs)
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? -
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.
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SPACE STATIONS! Post your pictures here
Andrew Duff replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Quick image of my Station Science Space Station with Kerbin Escape Module (KEM) docked. -
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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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Andrew Duff replied to ethernet's topic in KSP1 Mod Releases
Thanks for the advise I am using KSP v. 0.24.2, and StationScience v. 1.2. Overnight I noticed that the docking lights from MRS did not integrate into the tech tree as they should so 2nd time I looked at installing them it corrupted the save file. I will rebuild the station and see - regarding the # of Kerbals, both the Zoology Bay and Science Lab were fully manned. Thanks. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Andrew Duff replied to ethernet's topic in KSP1 Mod Releases
Hi, I have double checked and the original load of Kibbal is still in the Zoology Bay, please see screen shot from imgur. http://i.imgur.com/FelVI8y.png The creatures are in hibernation even though the screen says "started experiment". Should I relaunch or can anyone see a noob error? Thanks. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Andrew Duff replied to ethernet's topic in KSP1 Mod Releases
Thanks. I will send up a Kibbal supply - the Zoology Bay should have had some - so would they have "eaten" that already? Thanks for the help. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Andrew Duff replied to ethernet's topic in KSP1 Mod Releases
One other think I am using the MRS docking lights behind the docking ports could that be the problem? Thanks, -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Andrew Duff replied to ethernet's topic in KSP1 Mod Releases
Wondering if anyone can assist on this one. I am trying to complete the contract for creature comforts in orbit around Kerbin. I have launched a small station with Science Lab and Zoology Bay. I bought up the Creature Comforts experiment on a separate launch and docked via a multiple port docking unit. The station is crewed and powered up. When I press "start experiment" the screen shows "Experiment Started" but after leaving over night nothing has happened - no variables change. For some reason the Zoology Bay states it is in "hypernation". Any ideas? Are you supposed to dock the experiement directly to the Zoology Bay? Thanks. -
Dragon Rider Capsule [0.23 (2/14/14)
Andrew Duff replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Hi I have downloaded cBBp_Dragon mod but when trying to load the Dragon craft the game says the "dragon brain" is missing. I can not see brain as a part in the mod, the dragon rider capsule does show up in the command set of parts, any idea what could be happening? I am running KSP 24.0.549 -
I love Mechjeb absolutely fantastic Mod. My KSP upgraded tonight to lvl 0.24.0549, I downloaded the mechjeb 2-2.3.1.0.zip file from the link within this forum and installed. The programme gave me a "Incompatible Mod Detected" error for Mechjeb2. I then also downloaded KSPAPIExtensions.dll and tried in both root directory and gamedata folders. The KSP programme still gives the same error. Can you assist in getting this to work? Thanks.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Andrew Duff replied to ethernet's topic in KSP1 Mod Releases
New Models are magnificent. What is the schedule for release? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Andrew Duff replied to ethernet's topic in KSP1 Mod Releases
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Andrew Duff replied to ethernet's topic in KSP1 Mod Releases
Hi ethernet I am having some issues with the Mod. By your post here it looks like one of the experiments should be available from the tech tree at the "Science Tech" node, however, as you can see from this screenshot it is not available. I have a sandbox game in the same folder and all experiments are available there, so the mod loaded ok. Screenshot: http://imgur.com/SSrCy2p Any ideas why the experiments are not available and what I could do about it? Thanks Andrew.