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Everything posted by Angelo Kerman
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
One of the things that I want to address in KSP 2 is the common origins of graviolium. In a nutshell, have a small suite of mods under the Blueshift banner for gravitic tech, FTL tech, and saucer tech. They'd all have a common core, so you can mix and match as desired. -
Kerbal Flying Saucers 1.1.0 is now available: - Gravitic engines will no longer accelerate a vessel past 99.99% of light speed. - Added "Boost Mode" to WBIGraviticEngine. Boost Mode is only available when a vessel is orbiting, sub-orbital, or on an escape trajectory. When enabled, Boost Mode increases acceleration- and fuel consumption- by a factor specified by the boostModeModifier. The default is 10, meaning that when enabled, Boost Mode will consume 10x the propellants and also multiply max acceleration 10x.
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Blueshift 1.9.5 is now available: - Added new entry for settings.cfg: interstellarResourceConsumptionModifier. This modifier reduces the resources required to power warp engines while in interstellar space. It is a percentage value between 0 and 99.999. The default value is 10. You can override this global setting by specifying this value in the WBIWarpEngine config. - WBIWarpEngine: Added new interstellarResourceConsumptionModifier that will reduce the resource consumption of all WBIModuleGeneratorFX part modules when the vessel is in interstellar space. This is a percentage value between 0 and 99.999. The default is 10, meaning that all generators will reduce their input resource consumption by 10% while keeping the output rates the same. Bottom line: This reduction will enable ships to consume less graviolium while out in interstellar space. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Offhand, what about using the ElectroPlasma resource from the WBI fusion reactors? It's essentially the plasma from a fusion reaction... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I can't stress enough how much I appreciate you putting effort into customizing Blueshift to better suit your needs and then sharing the results. The problem for me is that in the past, I've gotten stuck with maintaining a patch that I've no idea how it works with the other mod. This has happened to me on more than one occasion, and it's something that I would like to avoid. I would instead encourage you to open a GitHub account (it's really easy to do) and post your files there. Or, just find a free file host like Google Docs. If the patch isn't large, then you could post it in a forum post and leave instructions on how to copy and paste it into the game. As far as antimatter + EC = graviolium, that's a good production chain. Graviolium is just Mass Effect's eezo with the serial numbers filed off, so if you wanted to stay more true to the lore, then you could combine EC, Ore, and antimatter to produce graviolium. Effectively, you'd be simulating a star going supernova and bathing "solid matter" in radiation to produce graviolium. Technically though, the creation process is entirely up to the player since that's not something that I ever specified. For all we know, it could be dried kraken blood. Its origins might be something I'll explore with KSP 2's upcoming science system... FYI, for KSP 2, I plan to change the nature of graviolium slightly so that it appears as an element in the island of stability so it'll have significant mass. Based on the AMA from Thursday, the intent in KSP 2 is to refine raw resources that you mine into something usable, and that's something I want to explore as well. I could see graviolium ore looking something like KSP 1's magic boulder, with veins of glowing stuff that you then refine into graviolium. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I personally don't use FFT, but if it's something that you want to support, I can post a link to your repository where you have the config files. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup, as you do now, gravitics can be used for standard orbital maneuvers. If you want to circularize your orbit, then plot the maneuver and execute it. And like in KSP 1, your gravitics will have a lot of delta-v. With "Afterburner" mode, you'll accelerate a lot faster than the engine's rated acceleration at the cost of more graviolium. But you'll be limited to just below lightspeed. I also plan on letting gravitic engines run during KSP 2's timewarp. Essentially, with KSP 2's timewarp engine burns and optional "Afterburner" mode, the gravitics in KSP 2 become the replacement for warp engines. And with KSP 2 spreading resources around to different planets, I want to spread out where you find Graviolium as well- not just in asteroids. 10% seems reasonable, though you'll be able to adjust it manually in the settings.cfg file... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The KFS change is to reflect my approach for gravitic engines in KSP 2. The idea is that you'd use gravitics for in-system travel and jump tech for interstellar travel. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
That beats traveling to some place where a star is going supernova to harvest graviolium... I think this is feasible. I'll work on it over the weekend along with a KFS update for an "afterburner" mode for the gravitic engines. It'll let you burn graviolium fast, but also let you accelerate rapidly- up to 99.99% of light speed. -
Is Galaxy Explorer the old or new design? I have both though the original is in my parent’s attic
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Discord AMA 2 - Shana Markham - SUBMIT QUESTIONS HERE
Angelo Kerman replied to Ghostii_Space's topic in KSP2 Discussion
With interstellar technologies and travel on the roadmap, is relativity a thing in KSP2? Will KSP2 handle time dilation effects when traveling at high velocities to the target star system? -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
When you need extra facilities...- 961 replies
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JNSQ: Flight of The Endeavour - Epilogue
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
Chapter 10 Due to an unfortunate accident, the engine test stand exploded from a kraken strike spilled its propellants onto the desert floor and became a hazard. The spill had to be cleaned up and the test stand dismantled before something worse happened. And while they were at it, the engineers also cleaned up the refuse from the defunct Seeds. They took all the garbage and recycled it, printing up new components and assembling them outside. When they were done, Duna Base had a new vehicle in its fleet: the Buffabus! The Buffalo rovers sent to Duna were equipped with a scanning arm as well as a small exploration lab that doubled as a small sleeping cabin. They were fine for day trips around Gale Crater, but like any SUV or minivan, they quickly became inadequate for extended trips. The Buffabus solved those issues. Engineers took the standard Buffalo rover design and stretched it to add a habitat module and a mini mobile processing lab while retaining the exploration module, its docking ports, and its aft ramp. Then they worked with Ferwin and the science team to devise new scientific instruments and covered the back of the bus with them. Finally, they installed a new fuel cell that Orbital Dynamics developed for their Buffalo Rover System. It ran on liquid fuel and oxidizer and allowed the bus to operate at night. Once the inspections were complete, the engineers decided to attach additional solar panels on the bus’s flanks to catch sunlight when it was low on the horizon. With the Buffabus completed, Emma vonKerman, Calbro mcKerman, and Frewin Kerman boarded their new ride and set out for Zone 7MF-SP, a location that had a sensor anomaly according to the Duna Surveyor orbiting the Rusty Planet. The location was 137km away- which meant that Emma, Calbro, and Ferwin would break Bill and Jeb’s off-world road trip record. With Emma in the driver’s seat and Calbro and Ferwin staffing the exploration module, the Buffabus set out on its long journey… Eighty-three kilometers into their trip, the Buffabus’s autopilot drove straight into a pile of rocks and took a tumble. It lost one of its antennas as well as its low-altitude surface scanner and its scanning arm. That’s also around the time that the crew realized that they forgot to pack repair kits. Fortunately, Emma managed to get the bus back onto its wheels and continue onward despite the setback. Nonetheless, the engineering team had some repair work to do when they got back to base- and some upgrades. If they were going to investigate the anomaly readings further out, Buffabus needed additional tanks for the fuel cell and some improved solar arrays... After driving for half the day, the Buffabus arrived on site, but found nothing. With some closeups of the area, Ferwin suggested another location, Sector S-0F, that was 21 km away, and off they went. “Wait, stop,” Ferwin yelled from the exploration cabin. By accident he bumped the BTDT scanner resolution an unusual rock formation that was clearly a different color than the surrounding landscape. With some back tracking, they drive right next to it. Sadly, it was just a sand dune. “And us without our scanning arm,” Calbro quipped. “I blame Tobias for not packing repair kits,” Emma added. “At least we know that the BTDT works,” Ferwin countered. “Ok, let’s check out Sector S-0F.” Another half-hour of driving later, the explorers found the anomaly about a kilometer away from Sector S-0F. It was another discolored sand dune- except for one odd thing… Sitting atop the sand dune was a small rover with six wheels and powered by solar panels. Calbro gasped. “Is it- is it… aliens?” Emma walked around the robotic rover. “No markings,” she noticed. “The wheels look like one of the old vonKerman rover designs… Aha! Sorry, Calbro, but this was made by Kerbals. I know this battery pack. It’s a Zaltonic Z-100 rechargeable battery pack. It’s an old design, though, at least forty years old. Maybe older… But it was definitely built before the post-war Restock, when the various parts companies redesigned their stuff. And look at these individual solar cells. I haven’t seen anything like that in decades.” “Emma,” Ferwin began, “did the vonKerman Republic have a space program before the Last War ended?” Emma shrugged. “I don’t honestly know,” she answered. “But from what we’re seeing, it sure looks like it...” By the time that the Buffabus returned from its first expedition, the news media hailed the explorers for beating Bill and Jeb’s long-standing record for the longest off-world road trip. And the World’s First Organization commended them for their discovery of the remains of a previous scientific endeavor on Duna. But who sent the rover, and when? * The crew of Starlab transmitted the final science results from the Newton lab, shut down the core module’s experiment stations, and deactivated the few recyclers that still ran. Well over a decade and a half old, Starlab’s systems slowly died as they failed and couldn’t be repaired. As sad as it was, it was time to decommission the old station. The crew boarded their Phoenix Aerospace Firebird- derived from the old K-24 Kerbal Return Vehicle, itself derived from the OG K-20 KerbalSoar- refueled it from the station’s propellant reserves and undocked for the last time. As the winged craft departed, flight computers aboard Starlab switched off the lights. And a little at a time, the station’s computers switched off its air circulation fans, leaving the interior mostly silent. Three hours later, Firebird arrived at the former Starlab station crew’s new home: Sky Reef. An Oasis-class commercial space station, Sky Reef was almost entirely built and assembled on orbit by Orbital Dynamics out of the same modular components that comprised Oasis and Refuge, orbiting the Mün and Minmas, respectively. Only its Nautilus-derived centrifuge was ground-launched into orbit. Sky Reef’s first crew shutdown their taxi and began setting up shop in the new station… Starlab was assembled piece by piece via the Shuttle Launch System- retired before its time- and served as a world-class station to study the effects of microgravity on the kerbal body. It was instrumental in testing the cryostasis technology that’s now regularly used aboard deep space exploration vessels. It served as a waystation for the Magellan Münar Shuttle Module and her expeditions to both of Kerbin’s müns. And it hosted countless station crews- including a delegation from the vonKerman Republic. Starlab earned its place in history, but rather than deorbit the large complex, KSP filed an exemption to the Kerbin Orbital Transportation Services portion of KOMETS and commissioned Orbital Dynamics to move the retired station into a higher orbit. The commercial space company used their new Gravitic Payload Maneuvering Vehicle to latch onto the station and haul it into its retirement orbit. There it would stay, preserved for future generations to visit and to see how early space explorers lived and worked. -
I'm not so much bored as I am frustrated with showstopping bugs. As a result, I tend to mess around until I run into one and have to put the game away for awhile. There's a lot for me to do in KSP 2, like visit the anomalies. The "boredom" for me is waiting until the next patch hopefully clears up the issues that I ran into.
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Colonies strongly imply life support is coming... right?
Angelo Kerman replied to cephalo's topic in KSP2 Discussion
Personally, I like the idea of a Snacks resource- along with Fresh Air and having to deal with Stress accumulated from being in confined spaces. But I'm biased. I think once resources- and official modding support- are in the game I'll have a better idea of how a "Snacks 2" could work. I've heard a lot of complaints that Snacks (in KSP 1) was too simplistic- even though I addressed that- but maybe that's something that could be addressed in KSP 2 as well... -
My guess is that given how much KSP 2 has already been modded, it's only a matter of time before someone adds a life support mod to the game. Personally it's something that I'd make and add into my game once 1) official mod support is available and 2) resources are in game. For a Snacks 2, I'd add the ability to enable/disable Snacks, Fresh Air, and Stress from in-game- and maybe some kind of cryostatis system as well. It would be nice to tap into the planned automated transfer system to do a kind of Kerbal DoorDash.
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JNSQ: Flight of The Endeavour - Epilogue
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
Chapter 9 The Deep Space Exploration Vessel- eXperimental Program team took one last review of the three Deep Space eXperimental (DSX) proposals. One team was led by the Arrow Space Corporation, another was led by Drax Aerospace, and a third was led by Orbital Dynamics. Given their recent industrial espionage scandal and a “suggestion” from the heads of all three space agencies to downselect the Drax proposal, the DSEV(X) Selection Committee settled on the proposals from Arrow Space and Orbital Dynamics. They flipped a couple of coins to assign the DSX-01 registry number to Orbital Dynamics’ Newton, and DSX-02 to Arrow Space’s Halley. Both designs met the minimum requirements for the DSX prototype- and then some. Both could support a crew of eight on active duty for a minimum of 200 days or a crew of eight in cryostasis for ten years. Both had a small 3D printer lab for spare parts and, if needed, new construction. Both had a Nautilus-derived habitat ring and had a pilothouse based on a cupola. But that’s where the similarities ended. Halley (DSX-02) consisted of a single hull with interchangeable sensor masts while Newton (DSX-01) had a far more modular hull to meet changing mission requirements. Additionally, Newton’s command hull had a greenhouse that Halley’s lacked, but Halley’s command hull had twice the 3D printing capacity of Newton, an integrated mobile processing lab, a hangar bay for a Compact Payload Maneuvering Vehicle, and a sickbay, none of which Newton possessed. Plus, it had eight docking ports for various accessories or cargo modules versus Newton’s three, and designers considered adding one or two more to the command hull’s spine. In terms of the command hull, it also cost more than Newton’s. The biggest difference between Newton and Halley were in their propulsion systems. Halley favored a revolutionary graviolium-catalyzed fusion engine from Kerbodyne, while Orbital Dynamics’ Newton had an equally revolutionary gravitc engine. The Kerbodyne KF-1 Supernova needed a small amount of graviolium as a catalyst to achieve fusion ignition. After charging the capacitors to start the engine’s fusion reactor, it became self-sustaining. Once started, the Supernova performed like a “standard” nuclear thermal rocket; it heated propellium and expelled it to produce thrust. The difference is that the Supernova heated propellium into a plasma with an unbelievable specific impulse of 16,000 seconds! With Halley’s propellium tanks, DSX-02 had a whopping 35,000 m/sec delta-v. By contrast, Newton’s four GND-00 “Baryon” Gravitic Engines consumed graviolium to warp space and “fall” towards the localized artificial singularity that it created. Though it used more graviolium than the Supernova, a ship equipped with gravitic engines and a sizeable store of graviolium had the potential to produce hundreds of thousands of meters per second of delta-v. Ships could potentially travel for years without the need to refuel, much like the nuclear submarines that the nations used to pit against each other. Plus, with such a vast delta-v reserve, gravitic ships could potentially perform interplanetary travel in a fraction of the time of a traditional Hohmann transfer orbit. The two competing designs had much to offer the DSEV(X) program, and the Selection Committee looked forward to testing their capabilities. Both proposals offered more than the minimum requirements that the Committee would have to take into consideration. With the two teams selected, and both receiving written notification by next-day courier, they each had 30 days to produce their spacecraft… * Emma and Jonas took the Buffalo crane rig out to the Sandcaster Lander’s crash site to raid it for parts. They were particularly interested in acquiring the Fulcrum engines and part of the lander for use as an engine test stand. If for some reason the RE-J10 didn’t work, they didn’t want to make another trip to fetch the Fulcrums. The two vonKerman engineers made quick work of detaching the Fulcrum engines from the lander frame and temporarily mounted them to the crane’s rig. Salvaging what would become the makeshift engine test stand proved slightly more difficult. The engineers had to dismantle the back half of the landing frame to get what they needed: an engine plate and a fuel tank. They also transferred all the propellants out of the aft tank- enough to fully refuel the front half of the landing frame. They’d have to find a way to scavenge the propellants, but that would take another trip… The engineers drove back to Duna Base with their prize in tow- in the middle of yet another dust storm. At this point, the engineers were used to it and just kept working. Once they parked their rig and lowered the makeshift test stand, Emma hopped out to weld some additional parts to it: a battery and probe core that Tobias had printed, and a solar panel scavenged from Estonian 3. Then, after Jonas moved the rig out of the way, Emma connected a fuel pipe from Duna Base to the test stand. They still didn’t have a working fuel processing plant, but they were ready for when they had one. In the meantime, they had a plan to scavenge the remaining propellant from the landing frame. Emma walked over to one of the Worker-T rovers and unceremoniously dumped its contents onto the desert floor. Then she re-positioned the grabbing unit and reconfigured the tanks to store propellant. Finally, she commanded the robot to grab onto the back of Rover 2. Then, Jonas rigged up a propellant transfer hose to the back of the Worker-T, and then joined Emma in the rover’s control cab. A short drive later, the rover and tanker trailer stopped next to the landing frame’s remains, drained its remaining propellants, and returned to Duna Base. After disconnecting from the Worker-T, Emma parked Rover 2 and then got to work hooking up the Worker to their new test stand. Then, Jonas and Tobias stepped outside to lend a hand as she dismounted the RE-J10 Wolfhound engine from the bottom of the Arrow Upper Stage. Then the team moved it over to the test stand and mounted it to the engine plate. Normally, when rocket engines are tested, their nozzles point downward, but this wasn’t possible on Duna. There simply was no way to provide a proper anchor for the test stand, so the team flipped the Wolfhound upside down. Once they wired up the pipes and electrical connectors, they commanded the test stand’s probe core to start the engine- it failed. The team rechecked their connections and tried again with the same result. Jonas even attached an external fuel line to the engine, and that too failed. No matter what they did, the Wolfhound simply would not ignite… Saddened but undeterred, the team dismounted the Wolfhound from the test stand and grabbed one of the Fulcrum engines. Once again, they connected the fuel line and electrical connections, and then stood back as the test stand’s probe core went through its firing sequence. This time, the replacement engine worked! The last thing that they had to do was mount the replacement Fulcrum to the underside of the Arrow 5 Upper Stage. They had no issues doing so, save for one: the engine plate won’t route fuel to the new engine after being attached in the field stage’s plumbing wasn’t designed to handle the Fulcrum. Fortunately, they had a plan. Tobias cut a small opening into the engine plate, mounted a sump tank, and routed a fuel line from the tank to the engine. After a quick check aboard the rocket, the flight systems registered the new engine and noted its proper fuel flow status. Once again, the vonKermans proved that they were the undisputed masters of in-flight field modifications, repairs, and Jerry-rigging parts… The entire expedition team stepped outside to admire the engineering team’s handiwork- and their new ride into orbit. They just needed to wait for Mission Control to radio them a process to produce new fuel for their new rocket. “That is a marvelous piece of work,” Dudmon praised. “You guys did an outstanding job. And since you built her, you get to name her. Anything come to mind?” “Thanks,” Tobias vonKerman, the engineering team lead said. “It was quite an endeavour.” The name stuck. -
KSP Version: 0.1.0.21572 Operating System and version: Windows 11 CPU and GPU models, any other system information which could be relevant: N/A Description of the bug: Switching the active vessel when in map view causes the active vessel's orbital path to vanish despite being in a stable orbit. This situation persists even when the game is saved and KSP 2 is restarted. As a consequence it is impossible to plan any maneuver with the affected vessel. Expected Behavior: When switching focus of the active vessel, the active vessel's orbital path is visible in the map view. Observed Behavior: The orbital path isn't visible. Steps to Replicate: Have two vessels in low orbit around the Mun. Focus on one of the vessels. In map view, switch to the other active vessel. Fixes / Workarounds (if known..): N/A A list of ALL mods. If the list is long, please consider using a spoiler window.: N/A As noted, this issue persists despite saving the game and restarting KSP 2. Attached are the files to recreate this issue.
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Weekly Challenge #4 - Apollo Recreation
Angelo Kerman replied to Ghostii_Space's topic in Challenges & Mission Ideas
My recreation of Apollo 11 for the KSP 2 Mun Challenge. The Jool 5 Rocket blasts off for a clandestine launch at night. Second stage dropped off at an altitude of 205km. Third stage circularized orbit before being used for the Trans Munar Injection burn. Apollo 1.1 (my version of Apollo 11) has arrived at the Mun. (Yes, I know that the third stage was jettisoned after TLI...) Apollo 1.1 has jettisoned the shroud covering the Munar Excursion Module. Apollo has docked with the MEM. A Mishap with the decoupler has caused a collision between the Jool 5 3rd stage and the lander. One of the RCS propellant tanks was destroyed. Mission is still a go. Valentina and Jersey have transferred to the MEM, leaving Philley behind in the Apollo spacecraft. The two spacecraft separate. Deorbit burn successful. Touchdown! The Beagle has landed. Obligatory flag planting. As we all know, Apollo 1.1 had a communications gap during which conspiracy theorists suggested that the kerbonauts inspected an alien spacecraft built by giant transforming robots. Their primary objective completed, Beagle returns to orbit. After much frustration with missing orbit lines and orbits that randomly change and orbits that suddenly stopped a ship in orbit, Beagle and Apollo 1.1 finally meet up again in orbit. Apollo's navigation computer remains borked, but Apollo 1.1 leaves Mun's SOI regardless. To return home, all Valentina can do is eyeball it. It worked! Apollo 1.1 jettisoned its service module and landed back on Kerbin at dawn. Mission accomplished! But there were more questions than answers... -
JNSQ: Flight of The Endeavour - Epilogue
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
Chapter 8 After the latest dust storm passed, the engineering team got to work again. This time, they repaired the trailer and built a tall crane using a series of modular girders and winches. “Girders assemble,” Jonas vonKerman yelled. Nobody got the movie reference. It took them a week, but by the time they were done, they had a 20-meter-tall crane to perform their next tasks with. Tobias and Jonas hopped into the Buffalo rover and drove out to the Estonian 2 crash site. The player engineers appreciated that it was just a short drive away- only 4km. Once they arrived, the kerbals attached some cable attachment points to the space frame, extended the crane’s cables, hooked up the capsule to them, and lifted it into the air. As another dust storm rolled in, the engineers drove the capsule back to base… It didn’t take long to drop off Estonian 2, so the engineers took their rig and drove the 2.2km to Estonian 3- and promptly forgot that they needed to bring more cable connectors! Despite their embarrassment, Emma calmly grabbed the connectors that she’d printed, stuffed them into Rover 2, and drove out to the recovery site. Since she had the connectors, Emma attached them to the capsule- and slapped the “pirate” Kerbin flag onto its sides as well for good measure. She even took the time to clean the landing frame mounting bolts from Rover 2. With her work completed, Emma returned to base. After having lunch, Tobias and Jonas got to work again and hooked up the cables to Estonian 3. Once they hoisted the capsule into the air and secured it, they drove back to Duna Base and plopped it down next to its sister capsule. Then they went back inside to help print up the next set of components… It took a frustrating evening some doing, but Tobias finally managed to install a set of ladders up the side of the rocket stage and, after barely fitting it through the door, he rolled the docking port over to the AUS and installed it on top as well. After adding the keep-alive solar panels, Tobias grabbed Jonas and Emma for the next construction phase… The team re-positioned the Buffalo crane rig, and then Emma cleaned the “barnacles” from Estonian 2. Unfortunately , the dust storm was getting worse, so they went back inside to print up some containers to temporarily store Estonian 3’s interior and to begin working on a new project for the scientists… The next day, Jonas stepped outside to assess the remains of the two Seeds created by the Sandcaster to see what could be salvaged. MoS MC wanted to see if anything was useful for their fuel production plant. He took several pictures and then assessed the condition of the Worker-T and Worker-B rovers before he joined the other engineers working on Estonian 2 and 3. The team stepped outside and assembled a mobile storage shed to hold Estonian 3’s interior components while they worked on Estonian 2. While Jonas and Emma worked on disassembling 3’s interior, Tobias removed 2’s docking port assembly with the probe core that was plugging up the crew tube. With that completed, it was clear that there were some design differences between Estonian 2 and Estonian 3. They’d need to build a new docking port for the craft. For now, he simply covered up the hole and went back inside to build a new port. A short while later, he had the new docking port installed… By late afternoon a couple days later, the team had moved the interior parts from Estonian 3 over to Estonian 2. The flight controls and displays would need extensive testing, but they were in place. Then, with Jonas operating the crane’s winches, Tobias and Emma cut Estonian 2’s ascent tank away from the crew capsule. Next, they welded a Buffalo docking port to the underside of the capsule. Finally, they tried to back the trailer up next to the AUS and lift the capsule up top, but they quickly realized that the trailer wasn’t wide enough to fit around the stage’s new landing legs. The engineers sat the capsule down to rethink the problem... Emma vonKerman had to point out the obvious. “Why not just widen the trailer,” she asked. So, they did. Emma ran the printers in Duna Base to print up more chassis parts, and then she welded them to the sides of the trailer. After repositioning the other pieces, she greatly expanded the trailer/crane’s width to easily accommodate the AUS’ legs. A short drive later, Jonas positioned the capsule directly over the AUS and slowly lowered it into place. With the heavy lifting literally completed, Tobias climbed the ladders that he installed and unhooked the cables from the capsule. Next, he used the control box that he brought to command the Buffalo docking ports to snap their alignment and then rotate to the proper orientation. Satisfied with their work, Tobias climbed back down so that Emma could go up and add struts between the capsule and the AUS to improve the connection between the two. At last, they had a new rocket! All they needed to do is refuel it. But after sitting on the ground for over four years, would the engine still work? -
Today is Friday, but one day it'll be Fry(your ship)day
Angelo Kerman replied to Nate Simpson's topic in KSP2 Dev Updates
I am cautiously optimistic for the future of KSP 2 but I really appreciate all the hard work that the KSP 2 team has put into making the game successful. At one point I wanted to be a game developer but I realized that it was not the best path for me. It takes a lot of dedication and effort to make a game, so my hat is off for those who have the patience to stick with it to make a great game. I look forward to the continuing improvements to the game and especially the new features on the roadmap.- 51 replies
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Happy Pi Day! DSEV 3.14 is now available: - Added D2 OmniLab. - Added D2 Logistics Module. This requires Buffalo 2. - Added TVR-400 Stack Bi-Coupler. - Added TVR-600 Stack Bi-Coupler. - Added new flags for naming ships. - Bug fixes in Wild Blue Tools.