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Everything posted by SlimJim89
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Thanks!! The partcount is currently only 518 parts the original design would've pushed it towards 1500+, which is unplayable until Unity updates their engine to multicore. I get 12-15 fps while playing this beast, so docking 50~ part spaceplanes, or docking supply ships, or building large stations from this ship, or Cargo pods for MKS bases, - one at a time - is totally doable and won't crash the gameplay! And yeah I picked the least part-intensive option (building stuff solely through rocketparts) so I can avoid having 100+ parts in each cargotube (700-800 parts). So each tube now consists of 4 inflatable rocketpart storage containers which can hold 80.000 rocketparts, totalling 480.000 for the whole ship rocketpart cargo. Unity 5! Bring me salvaaaatiooooon!!
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Some stats: Ship weight: 1300 tons, and this is without having the 480.000 Rocketparts(the 6 large KW fairings contain this) loaded. I expect the weight to climb to at east 1800 tons. Ship D/V: 45.000. Crew capacity: 102, and 20 for infinite TAC lifesupport. Current ship TWR: 0.04, I can increase this to 0.10 at the expense of ISP. I expect base TWR to drop by 0.01 after Rocketparts are loaded. The ship can refuel in orbit via Karbonite particle collectors, meaning it can skim gas giants like Jool or gassy planets like Eve for fuel. The ship can build other vessels in orbit. The ship has dockingports for 2 spaceplanes. The ship has 2 dockingports for cargo & fuel. The ship can reprocess nuclear waste. The ship has enough supplies to create at least 2 fully equipped MKS colonies, before needing to resupply. The ship can get resupplied from its colonies via the integrated logistics hub. The ship can scan and map planets via SCANsat. The ship can map ORSX resources(USI). Finally, the ship handles very well due to adequate reaction wheels torque, and carefully placed RCS thrusters. Meaning it doesn't wobble at all during orientation, or during acceleration. The ship is very rigid and I'll make a video to prove so!(soonish) It's truly a self-sufficient colony ship and you never need to return to Kerbin again CRAFTFILE Modlist!! How to build and lift it to orbit on from Minmus! It's a few days old, then this save started to constantly crash on KSC load, so I made a new save and HyperEdited this to Kerbin SOI. Why? Cause I want to play and not rebuild my base, for the THIRD time Vessel in orbit Engines online Crashing on Eve yields an interesting survival scenario, many parts where intact and the 5 survivors could utilize the intact EPL module to build a new rocket home Closeup #1 Closeup #2 Closeup #3 Dark side of Kerbin #1 Dark side of Kerbin #2 Closeup #4 Distance-shot Edit: A zip of the gamefolder was too big at this time, maybe I can get a torrent solution in the future, after ksp 0.25 is released. But here's the craftfile meanwhile and the modlist is found above. craft dependencies: KASA IXS Near Future (go for all mods) USI Kolonization KW rocketry Mechjeb Rasterprop-monitor Spherical/Torodial tank pack KAS Crossfeedenabler TAC Lifesupport TAC Fuel Balancer Extraplanetary Launchpads EPL>Karbonite adaption
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When can we expect an update on this mod? Soonish?
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Thanks a lot! I found that my ORS used the 1_1_0 dll, I updated it to 1_3_0. The USI has 1_2_0 but the SCANsat.... was quite confusing. I had 3 folders: SCANsat, SCANassets, SCANdebug(I think I messed up heavily when downloading a zip from the github page). Could you give me a link to a SCANsat zip-pack that contains the correct content? All I've found seems either be missing the plugins folder or comes as a development pack, source or something.
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Nice, what issues still pertains your game? Is it a "guarantee" that I can build bases on moon surfaces without odd kraken attacks such? You have an ongoing game right now that works with StarSystems with planetpacks? Reason I'm asking is because if I try a new savegame, I'll have to spend at least 50 hours assembling a spacebase on Minmus, from which I'll produce my interstellar ship. It really must be krakensafe at least.
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I'm having a hard time to gather information here. Should I start a new save completely? I tried to apply this mod to one of my saves and my largest base keeps spawning ontop of Kerbol instead of Minmus where i built it. Would I avoid this with a new save? My main idea was basically adding this StarSystems mod and then use a planet pack to populate the stars(using hyperedit), then use this to colonize some planets. If I add a planet pack only like Sido's pack, would I also get any odd issues there?
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I have issues with the Ore/Mineral drills, rightclicking them only gives me the ability to deploy and then retract, but no extracting button. Also SCANsat doesn't work for me at all, can use anything function by rightclicking scanners, and nothing shows up in the toolbar either, could that be a general conflict with ORS? Anyone got a lead?
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NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
SlimJim89 replied to Stevie_D's topic in KSP1 Mod Releases
I made this with the intention of colonizing Laythe and Tylo in 1 go, the colony ship can refuel in Jool orbit and also build descent vehicles in orbit via a 40k rocketpart payload using extraplanetary launchpads. So the large cargopods you see will be docked ontop a lander craft to descend it on tylo, it needs around 1k d/v to do so, and my liquidfuel storage should be just enough to land 3 pods before refuelling. -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
SlimJim89 replied to Stevie_D's topic in KSP1 Mod Releases
Your mod makes for awesomesauce: -
congrats!!! hope near future pack gets the same treatment too!!
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Is there still a bug with the escape velocities and such? My last install had me experience easy escape trajectories (like only needing 400m/s to escape kerbin from a perfect 100km orbit.) Which kind of messed things up for me, since it gets hard getting encounters.
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Hey guys, hoping to get some help here with a scaling issue with a near future part, mainly the VASIMIR-10k engine. Recently a powerslide was added to all engines, with the steps 0% 25% 50% 75% 100%, each step ups the thrust by a small amount, and reduces the isp. Now if I scale this engine up one step(bit weird scaling in this case as it goes from 2.5 to 5m in one step, where the 2.5 is designated as 1.25) and put it with a tank on the launchpad, it'll show me 133kn, and 160-180kn in space. As soon as you toggle the engines on/off or move the powerslide, the thrust is set to a miniscule amount like 22-24kn. The 5m engine before the powerslide was introduced used to have a 240kn thrust with its 17500 isp and a 17.100 electricharge consumption. A 100% powerslide should see it to 450-480kn with about 5000 isp. Is there anyone here willing to look into it? The problem is sure to be inherited in more parts me thinks. Thanks! This is the code being tweaked from the part.cfg
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Mods include: B9 S2 Internals Near Future Tech (Electric/Propulsion) Infernal Robotics KW Rocketry Custom lab Tweakscale Mechjeb Kolony OKS MKS for ring. (Get full files from the whole project) [sHIP BLUEPRINT] And many other mods not directly tied to the ship, like the better atmospheres mod. Enjoy!
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If I were you, I'd try find a way to use wings where you can place enough of the flat non-deployable solar panels on its wings, and at the same time keep the aircraft slim enough to fit in there. Then you slap on an ion engine to it!
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The Capital ship and the Dockyard
SlimJim89 replied to SlimJim89's topic in KSP1 The Spacecraft Exchange
Yeah forgot to add that, I'm creating my parts in a 23.5 ksp folder then I export the stuff to my 24.2 one. But you don't need to *weld* with this, It's an already welded part, I suppose you could place the part file anywhere besides the ubioweld folder. -
The Capital ship and the Dockyard
SlimJim89 replied to SlimJim89's topic in KSP1 The Spacecraft Exchange
Here's the part file for the Dockyard, install the ubiowelding mod, and after installation, go to the ubioweld folder and place my file called "Structural" inside the 'Parts' folder. It should have this address: UbioWeldingLtd/Parts/Structural/SSTE3-3 Keep in mind that the part file has a gazillion attachment points and is a PAIN to move around, when you first place the dockyard in the sph, select it, wait, and when the attachment points are shown, press the 'w' key ONCE, wait a bit, then leftclick. Now it should be placed in the correct direction. Avoid moving it around too much, and placing extra parts onto it shouldn't be a problem. With some patience, you'll get a dockyard running at 30-50 fps Use either HyperEdit plugin to get it into orbi OR be awesome and build it with Extraplanetary launchpads ! -
The Capital ship and the Dockyard
SlimJim89 replied to SlimJim89's topic in KSP1 The Spacecraft Exchange
~60 parts for the dockyard, where a lot of subparts are docking ports, hab modules, and control modules, lights and such. Weight is around 1000 tons. The original part count before the weld clocked in at around ~2950 -
The Capital ship and the Dockyard
SlimJim89 replied to SlimJim89's topic in KSP1 The Spacecraft Exchange
I used EL to achieve it, the ship you see docking is a part-stripped version of the ship that can carry a smelter/part-producer and a metal bin storage tank and two ore drills. It also has an extendable arm with an orbital construction pad, which is sealed throughout the ordeal from kerbin takeoff until in the desired position of construction. It is locked down since it would otherwise sway around heavily after you've landed on Minmus, where you mine ore and construct the dockyard at. You then lift from Minmus(after 5years with a 16man crew working onit) with all the weight of the dockyard allocated in the pad, which is 1000 tons. The ship itself weights around 250t dry and 400t wet. You lift slowly with VTOL engines and get the desired ascent inclination, then you slowly proceed to get a wide orbit around Minmus. Then you unlock the Orbital Pad, gently rotate it facing up, and Release the ship from the pad. After that you have a 4000 metal to convert to any other rocketparts you wish to use to build extendable parts to the dockyard! It was tricky to balance an extra 1k tonne weight at the front of my ship, all rear VTOL engines had to be suspended while the front engines could push the ship upwards, then let the RCS position the ship, then hit main drives, this part is easy since the pad is aligned exactly at the center of the ship mass, so the extra 1k tons only affect the TWR. I recently discovered that, the slower a station or ship is orbiting a body, the better framerate you get!! Hence the choice of Minmus, where I orbit at 30-50m/s speeds =).