

chip4312
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Everything posted by chip4312
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Ooo let me know how you get on! Which ones Natasha? I've only ever landed on the nearest planets, Eve and Duna. I'd love to go to further out ones, maybe stick this base on Laythe, but I'm not sure my accuracy for maneuvers is quite there yet.
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The Octowing - 23 part SSTO with amazing agility - Final
chip4312 replied to Soora666's topic in KSP1 The Spacecraft Exchange
Oh wow, that's ingenious! -
Ahh I did not know that! I'll have to remember that, cheers I found it was somewhat of a pain to roll, but if you have even minimal thrust the vectoring on the engines was just enough for maneuvering. The booster stage does need significant upgrading though, yea. The logic with redocking the rovers is to reset the Goo and Science for moving on to a new biome Not really relevant on Duna yet, but certainly on Mun. Also, those Gigantor panels recharge the rover batteries a lot quicker than the built in panels, but thats less relevant really.
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Ah yes, sorry, I should have said! It has loads of legs, but you actually only need to use the outermost four once its landed. The extras are a) to ensure it lands safely and to raise or lower the distance from base docking port on uneven ground to rover docking port to ensure it smoothly rides in and out, hence why the middle ones are slightly higher To get the Kerbals in and out of the rovers, EVA them from the outside capsules and get them to climb down and descend the ladder. Once they get close enough, you can right click on the rover seats and it gives you the option to sit. From there, just undock the rovers and go. The only thing is the first time you undock, you may need to switch to the rover in the space center. Not sure if I'm doing that bit wrong though.
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Ooo that is good, that's the kind of thing I've been looking to make for ferrying them between bases I'll try and give it a go tomorrow, see how it performs. Also, I love your lander rover! That'd make a solid addition I'm sure Looks like it could be easily modified for moving parts around in the base as well, with a stable base like that
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Oh man, those are amazing, I love it! That's a great looking lander I was looking for something functional to add to my base, but while that looks like it has all the functionality the base already has, I also think the two bases would look great bolted together
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Fixed it now. For some reason the links got truncated when I recopied them, but I I think thats sorted now. Man, this has been a bit of a train wreck xD Sorry about all that fuss. Hope you enjoy playing the base and the rovers though I'm currently trying to think of someway to expand the base using the docking port on the back. It's about the same height as the largest landing strut, so I think it's got potential for fairly easy expansion. If you have any ideas about that, or any part of it really, I'd really love to hear them! And thank's for your patience!
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I've updated the front page - could you perhaps check if those links work too please? They should be identical
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Its the flight computer from the Engineer mod - http://forum.kerbalspaceprogram.com/threads/18230-0-23-Kerbal-Engineer-Redux-v0-6-2-3 I've stripped them off the designs, and if they work now i'll update the links properly in the first post. I've also separated the rovers from the base and included them as a Sub Assembly too. Base minus Rover or Flight Computer - https://www.dropbox.com/s/truz7j11mdbk1gq/Deimos%20and%20Phobos%20-%20Upload%20Version.craft Rover minus Flight Computer - https://www.dropbox.com/s/4r4348aagkl7pcf/Lil%27%20Rascal%20VI%20-%20Upload%20Version.craft Rover as SA - https://www.dropbox.com/s/n5c9x7ywuylebnh/Lil%27%20Rascal%20VI%20-%20Upload%20Version%2C%20SA.craft
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Ooo I think I've just realised what it is! I was about to say I don't think I use any mod parts bit I've just realised they've got flight computers on them! I'll strip them off when I get home and re upload
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Sure can, I'll do that first thing when I get home from work this evening.
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Well thats certainly annoying... It's my first time uploading anything, does anyone know what could be causing that issue?
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Ha, that's adorable xD
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I've added them now
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Decided the first base was such a success I'd drop one on Mun while I waited for the next launch window to Duna. Made some minor modifications to the docking for the rovers and let her fly! Jettisoning the first stage Base all settled in its new home just between the East and Northwest Craters Took the rover for a fun little test drive outside the base before settling down for proper serious sciency stuff, honest Our landing windows seem to be resulting in some seriously cool celestial coinkydinks - first an eclipse on the Duna launch and now this within minutes of touchdown! Now we've got a base on Duna and a base on Mun, I guess Minmus is next! Although I suppose the rovers will need some serious modification to work on the low gravity there...
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Sure! I'll stick some snaps of the rovers on now, and I can upload the files a little later too if you like They've got a docking port on top so you can reset the onboard Goo and Material's lab or recharge the batteries quicker with the Gigantor arrays instead of the built in solar panels.
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Not sure if this is the right forum, but I'm quite proud of my latest creation so I thought I'd share it with you guys. Restarted career for the ARM patch, and I thought I'd set myself the challenge of landing a self sustainable base on Duna as soon as the tech tree allowed it. So here it is! Comprised of habitation for 4 Kerbals, with room for a further 2 in the Lab, and one observing and controlling from the central Cupola module. The base also has a docking-garages for two fully science-fitted out two-Kerbal rovers, and a docking port on the back of the Lab for expansion with future base modules. My launch coincided with a solar eclipse, so I was lucky enough to snap this lovely shot The approach orbit for the base took me on a route over the North pole, landing on the very edge of the snow line directly under Ike Initially the base was sent up with just Jeb at the helm to set her down safely, while a transport ship with the rest of the crew was sent up on a slightly longer route The final base layout (for now) once the transport ship had landed with the rest of the crew for the base later that week. Unfortunately, due to a fuel line error, the transport ship has proved to be a one-way trip, still full of 2500m/s dV of inaccessible fuel. No matter though, an automated recovery ship will be sent up immediately, and in the meantime the Kerbals have all they need for a comfortable and productive stay on Duna! I'm also totally open to suggestions on how to expand the base in future Editted: Here are the download links: Base with Launch Vessel and without Rovers Rover Rover as SA Using them is pretty self explanatory, the Launch Vessel gives the base enough fuel to get down to either Mun, or Duna, and I presume even beyond that although I've not tried yet. A warning though, they are designed as one-way trips. Theoretically they have enough fuel to get home from those locations too, but that would be very very tight. I'm using them as semi-permanent bases. Also, I think the only action groups are 1. triggers all the science kit, 2. toggles the RCS thrusters on the rovers so you don't waste all their fuel, and 3. opens the gigantor solar panels.
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Hi I just recently got addicted to the game, so apologies if these features already exist or plan to exist - I've scanned around a bit but can't find anything that suggests they do. I've been thinking about the repeatability aspect of the science and I've read the debates about transmitting, returning, and diminishing returns and I'd like to weigh in if I may. Perhaps repeated "farming" of transmitted - or returned - results might not be so mundane if it had a particular goal. I was thinking about the biomes maps of all the bodies that are on the wiki pages (http://wiki.kerbalspaceprogram.com/wiki/File:Minmusbiome.png), with highlighted regions for different biomes. What about if you could build up overlay maps of various planets and moons biomes by sampling data of different kinds? Like repeated results in the same area exposes more and more of the surrounding biome map with diminishing returns, which encourages both repeated results AND moving the location of sampling/landing around the planet. For example, you could land on the leading edge of Mun and take 1 of each transmittable samples and expose 5% of the biome map, centered on your readings. You can then either take another set of readings from the same location to expose a further 1% or move to the edge of the expose area and retake readings to expose another 5%, something like that. Later down the line, you could diversify the types of map overlay you expose by the different recordings - say, an atmospheric set of readings (where sensors will read in atmosphere) gives you a 10% exposed area instead of 5%, but it's only 50% quality so there may be errors in where the biome boundaries are defined, that kind of thing. Second suggestion - a proximity alarm. Some kind of alarm that notifies you when a ship is going to pass into a new sphere of influence, or is due to pass within a threshold distance of another body (or even ship). This means you can have ships setup for intercepts with new planets that take a very long time to actually intercept, and then carry on with something else while that continues to get closer.