Jump to content

Angelo Kerman

Moderator
  • Posts

    8,734
  • Joined

Everything posted by Angelo Kerman

  1. While the tanker flight prepares for launch, the crew of Skybase finished production of their tank farm and maneuvered it into position. Then they repositioned the drydock and recycled the outrigger tanks. By the time the tanker arrived, Skybase's crew even built the central truss segment and repositioned the Munbus onto the station's forward docking port. They were ready for their unexpected trip to the Mun:
  2. My mods don’t support CKAN. If it is listed there then hopefully @linuxgurugamer Can get it delisted.
  3. Due to a glitch in the game a sudden an unexplained disappearance of Munbase Enterprise: KSC decided to send Munbus 2 (upper right) back to Skybase to be outfitted for a recon mission: The Munbus diagnostics found no issues, but once it docked at the space station, the flight engineer stepped out to perform a visual inspection: Finding no issues, KSC launched a science lab up to Skybase. The Munbus series was designed to be highly modular, and the station crew took advantage of that to remove the central fuel tank and replace it with the science lab: KSC is currently preparing a tanker flight to refuel the Munbus for its important mission.
  4. Chapter Five: Salvage Runs What was that, Kelbin thought to himself, was it real? It wasn’t disjointed like a normal dream, it was continuous. But if it was real, where was I? KSP hasn’t gone to Eve, only the VKR has. But even they didn’t land on the planet- I was piloting an airship! And that pyramid looked like the one we visited in The Great Desert, the one with a gateway to “Thel” or ”Gael” or something. And if it was real, how do I go back? Kelbin sighed. His reflections had to wait, he had work to do. For the past several days, Samalla had been testing the building arms of the drydock and making use of the salvage that Kelbin snatched from orbit. Now his efforts were paying off- the first module built in orbit was finally “rolling” off the production line. It consisted of a large storage tank ringed with solar arrays designed to power Scrapper Two’s magnet arms. In theory, one arm can hold some space junk while the other tore it apart. But more importantly, the new storage module replaced the two older units which proved to wobble around too much as the salvage craft pivoted in space. Those two had already been recycled; their salvaged resources waited to be melted down and reborn as part of the new “Pier” docking extensions. Mission Control was excited at their progress, and delighted that orbital construction was working out better than they’d hoped. In fact, they decided to try something more complicated: build the Density Lab in space! Part of the planned Skybase expansion, the Density Lab would serve as a new, highly configurable “Omni” laboratory capable of both scientific and industrial applications. It also doubled as the strong back to shoulder the station’s truss assembly and solar array wings. Density was scheduled to fly as a payload on the upcoming Cormorant shuttle, but if the lab could be made in space, then they wouldn’t need to haul it or subsequent components into orbit- or continue developing the expensive cargo shuttle. “Scrapper Cargo Pod released,” Samalla said triumphantly. The new pod hung motionless in space as the drydock’s build arms retracted. Kelbin launched in Scrapper Two and carefully maneuvered into the drydock where he docked with the new pod and hauled it over to the awaiting nuclear tug. Several minutes later, the refit garbage scow sped off in search of its next salvage target. Kelbin spent the next several days salvaging the remaining Echo Relay satellites in low Kerbin orbit (he left ER-1 for posterity), several spent upper stages that delivered DSEV-2’s components into orbit, and even found and salvaged Kapollo 2’s service module. It still had the command module’s heat shield attached, and it was clear that the emergency shield separation bolts had fired, but it was otherwise still intact. That confirmed KSC’s accident investigation results- an electrical surge caused the emergency bolts to mistakenly fire and sent Kapollo 2’s service module into its own orbit. His salvage runs were having a noticeable effect on low Kerbin orbit- the orbit lines of all the space junk rapidly dwindled while Skybase’s construction resource reserves bloomed. But despite his best efforts, he couldn’t shift his perceptions back to his… other self, the one exploring Eve. He gave up for now though, and focused on his next navigation target. *** The six astronauts of MEX-2 looked proudly at their latest accomplishment, a tank farm designed to hold a variety of different resources. Marnica, MEX-2’s second in command, drove the assembly off of the construction pad and over to its permanent spot. Jane then went on EVA to configure the tanks to hold various products, perform a few repairs around the Minmus Flats Refinery, and then went back inside. The team looked at the tank farm’s telemetry data. Everything looked good. “Hit it,” Captain James said, and Marnica pressed the button to detonate the farm’s rover wheels. The complex settled onto the ground without protest. Then it shook violently as structural forces tore it to pieces. For several seconds, nobody breathed as parts went everywhere, damaging everything in their path. One of the large tanks barely missed crashing into the base itself. Captain James sighed. Weeks of work, wasted. “I told them, we needed more struts,” Jane said simply. *** “That’s not one of ours,” Kelbin said as he pulled up next to the derelict. The booster looked burnt from skimming the upper atmosphere one too many times. It was on its way to apoapsis but if uncorrected, it would keep skimming until air drag forced it down. “Are you sure we can claim it?” “Definitely,” Samalla answered over the wireless. “Kerbin Galactic lists all its ‘Alder Probe’ craft as debris. We’re free and clear to salvage it. “Good,” Kelbin said and nodded. “I wouldn’t want to cause an international incident. Ok, it’s too big for the recycling arm, I’m going to latch onto it and haul it back to Skybase.” “Uh, Flight would like you to EVA and get a close look before you do that, just in case.” “After I latch on,” Kelbin retorted. “…Copy that Scrapper Two…” A few seconds of careful maneuvering later, Kelbin grabbed the spent booster. He wasted no time going outside. The rocket looked like it could’ve been made by KSC engineers and it reminded him of the old YAML boosters from the early days- at least until he approached the business end. Its guidance fins were pretty standard, but where a YAML had a single engine bell, the VKR booster had eight. Four large bells sat at the base while four much smaller nozzles surrounded them. They appeared to swivel to help guide the rocket. Kelbin checked his chronometer. He had to get back inside and circularize his orbit. He snapped a few more pictures before heading back. A couple of hours later, Kelbin began maneuvering the booster into Skybase’s drydock. Off in the distance he saw two bright lights appear and vanish just as fast. “What was that,” he thought aloud. “What was what, dude?” That was Munvan on the wireless, Samalla was on her snack break. “I just saw something light up the surface briefly. Now it’s gone though. It was like a flash. I don’t suppose the solar observatory saw it…” “No way, dude. Like, the observatory is totally pointed away from Kerbin.” “Mulch. Ok, let me park this thing so we can take it apart.” *** Mainer Kerman looked at his screen, shook his head in disbelief, then looked at his screen again. Then he ran a system check, then ran it again. His board showed no issues on his end. “Uh, Flight, Telemetry,” he called out. “Go ahead, Telem,” Debdan Kerman, the team’s Flight Director responded. She was standing less than 10 meters away, but standard procedure was to speak into their microphones in order to record everything. “Flight, uh, I’ve lost all telemetry with Munbase Enterprise. One moment everything was fine, the next, nothing. It’s like they’ve gone offline. I’ve already checked my systems and everything is working fine.” “Hm,” She pondered. No sense in asking what steps he took, she trusted her people. “Might be a glitch on their end. CAPCOM, can you raise Munbase Enterprise?” “I’ll give them a call,” Trixi Kerman replied. Several minutes later, she had no luck. Mainer ran diagnostics on Munbus 2. It was still in hibernation mode, but it responded with a clean bill of health. Ditto for the rover. Even the DSEV-1 wreck chirped back a solid response. That gave Debdan an idea. “Telem, can you access the Mun Rover’s camera?” “I’ll see what I can do, flight,” Mainer responded. It took a few seconds for the software to load. The image came up on the control center screen. The team collectively gasped. Something was more than wrong at the Munbase. It was gone.
  5. Pathfinder 1.28 is now available: Omni Converters & Storage - Added search functions to OmniStorage and OmniConverter GUI. - Play Mode now lists which mods support a particular mode. Classic Stock - Added new Classic Stock omni converters: Propellium Distiller, Oxium Distiller, Snack Grinder (requres Snacks), Soil Dehydrator (requires Snacks). - Changed the default template to OmniShop and OmniWorks for the Casa/Ponderosa and Hacienda, respectively. - The Mule's default template is now OmniStorage.
  6. MOLE 1.16 is now available: Omni Converters & Storage - Added search functions to OmniStorage and OmniConverter GUI. - Play Mode now lists which mods support a particular mode. Classic Stock - Added new Classic Stock omni converters: Propellium Distiller, Oxium Distiller, Snack Grinder (requres Snacks), Soil Dehydrator (requires Snacks). - MOLE, MOH, and BOW all default to Omni templates. - Fixes Play Mode failing to rename certain files. NOTE: You might need to reset your current play mode. Simply open the WBT app from the Space Center, choose another mode, press OK, and again open the app, selecting your original play mode. Then be sure to restart KSP.
  7. KFS 0.3.11 is now available: - Added Large Tail Fin: This is a larger version of the Flapjack's tail fin for use on the Excalibur.
  8. DSEV 3.1.10 is now available: Omni Converters & Storage - Added search functions to OmniStorage and OmniConverter GUI. - Play Mode now lists which mods support a particular mode. Classic Stock - Added new Classic Stock omni converters: Propellium Distiller, Oxium Distiller, Snack Grinder (requres Snacks), Soil Dehydrator (requires Snacks). - D2 Centrifuge, Nautilis Centrifuge, D2 Hab, and D2 Office, D2 Lab, all now default to Omni converter templates.
  9. Heisenberg 2.13 is now available: Omni Converters & Storage - Added search functions to OmniStorage and OmniConverter GUI. - Play Mode now lists which mods support a particular mode. Classic Stock - Added new Classic Stock omni converters: Propellium Distiller, Oxium Distiller, Snack Grinder (requres Snacks), Soil Dehydrator (requires Snacks). - Gondo Hab, Gondo Lab, and Gondo Office all default to Omni templates.
  10. I finished building the Density Lab in Skybase's drydock and installed it: Then I detached the drydock section, flipped the station around, and docked it on the front: This is temporary until I build Skybase's new tank farm and attach it to the aft of the Bigby Orbital Workshop. Once that's done, I can move the drydock to the aft of the station. The forward node with its outrigger tanks will stay where it is, and the outrigger tanks will get recycled in preparation for the next expansion phase.
  11. After recycling more space junk, I created some new docking tubes and installed them: You can see the conventionally powered Flapjack in the background. I haven't unlocked the gravitic engine parts yet. Station expansion continues...
  12. New resource copy-paste system: Note that we copied the configuration from the small tank, and pasted it to the large tank, and the relative amounts were updated. When you paste the config, symmetry parts will be updated as well.
  13. With KSP 1.5 nearly finished, it’s time for me to check on the state of Pathfinder. Usually major game changes are a pain for me to update to, but they also give me the opportunity to streamline things. In this case, I am looking at Omni Converters and their versatility over the current template sytem, which debuted in 2014. With the current templates you get a bunch of converters around a specific theme, such as the IronWorks. But as the above post shows, sometimes it can be a challenge to link together the production chains using the part templates. That’s where Omni Converters hold the advantage. The existing OmniShop, OmniLab, and OmniWorks all have converters that can be configured for whatever you need (though the Casa and Doc have a subset of the converter options). That way you can cut down on the number of parts needed for a particular resource chain. I am thinking that for 1.5, the default template for a part will be the OmniShop/OmniLab/OmniWorks. The existing templates won’t be removed so existing bases are safe. But new parts will default to the Omni template instead of, say, IronWorks in the case of the Hacienda. This change won’t affect CRP users; I’m just not doing any more work on CRP templates and am instead focused on Classic Stock Resources, but again, CRP templates aren’t being removed. Of course you can still choose your Play Mode for whichever resource set you’re interested in... Anyway, while sorting resources alphabetically has helped when setting up an OmniStorage, another thing I am considering is a search feature. That should help narrow down the resources that you look for. That, and a way to copy an OmniStorage setup to the clipboard and paste it to another part of the same type. Beyond that, there really isn’t much more that can be done to organize resources. Search functions are not a simple matter so don’t expect miracles. But if I can pull it off, it will be easier to find resources and the converters that use them.
  14. For those trying to figure out the Snacks resource chain: Some new Omni Converters that'll be available in the next Wild Blue Tools update: Soil Dehydrator, Snack Grinder, Propellium Distiller, Oxium Distiller.
  15. I continued working on the mothership's gravitic engine and conducted a test flight: It looks like I have a lot more work to do on the particle effects, engine lights, and performance tuning of the generators and such...
  16. Started working on the S4 gravitic engine: Unlike the Flapjack's engine, which doubles as the central keel, the S4 engine is separate from the Engineering Core. That allows you to place an underside module of some sort. The engine is 7m in diameter at present. Anyway, as with most of the saucer, there's a lot to do. I need to make some revisions to the gravitic engine part module, for instance, to leverage some lessons I learned while prototyping the Excalibur's particle effects. It's slow progress to be sure, but life is busy for me these days. At least it's progress.
  17. I dusted off some old parts that I made for Sandcastle and updated them: These are Firma-like parts for making bases with. I'm experimenting with parts to see what sizes work best, and I'm finding that the 2.5 by 2.5 form factor does the trick- except when it comes to IVAs. For crewed parts (and the sake of my sanity), crewed parts will be 5m by 5m by 2.5m instead of the 2.5m cube. The cubed parts will be structural, while the larger parts will have storage, resources converters and crew spaces with IVAs. To keep the part catalog entries down, I can see the structural parts having options for windows, while the crewed parts will be windowed only. I can see having a dome part and various structural corners along with an airlock part or two with compatibility with Pathinder's expandable parts. Combine them with a 3D printer powered by Extraplanetary Launchpads, and you'll be able to make permanent bases on other worlds. Anyway, the storage floor now uses my newer omni storage module to hold whatever you want in it, and the converter parts will use omni converters, enabling buildings to be configured for a variety of different purposes. This isn't set in konkrete of course, but this might end up as Pathfinder's endgame part set.
  18. KFS 0.3.10 is now available: - Added missing parts. - Added new WBIGraviticLift module. You can control it via the Flight Operations Managar, or via throttle. Example config: @Eskandare@JadeOfMaar
  19. ... Of course, Dr. Angelo laughs all the way to the bank with his new Kbox game, Grand Theft Shuttle: New Zebulan... New security system: keycode, retinal scan, voice print, dental scan, secret handshake... Anyway, now I wanna know what the ghost has to say!
  20. It seems that my automated build process failed to copy the new part files over. I’ll have that straightened out this weekend. Regardless, the Excalibur parts are WIP...
  21. Pathfinder/ModuleManagerPatches/MM_Skills is where the part scrapper is added. My mods have a number of command pods that add kOS if the mod is installed. Not sure what parts are generating your error but it might be from one of mine. Anyway, try removing the MM patch and see if that helps.
×
×
  • Create New...