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Everything posted by orfest
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Hi, I want to complete the contract "Extract ore from Minmus" with MKS, but I don't understand where to start. Sorry for a barrage of questions, and sorry if they are gibberish, I just can't make heads nor tails of MKS. I have a mining site already selected, and all the technology unlocked, I know how to mine ore without MKS (with the help of this guide: https://forum.kerbalspaceprogram.com/index.php?/topic/107475-step-by-step-mining-guide/), now I want to mine ore using MKS parts, but I'm completely lost in the tens of new parts. MEU-100-A drill has about a hundreds possible separators (e.g. Dirt=>Ore), which one will simply mine ore for me? What does it even mean to select an active separator? Doesn't a drill simply ... drill, what does it separate from what? What does it do with the stuff the other stuff was separated from? If I select Dirt=>Ore, what happens to Dirt and what happens to Ore? To which parts can I attach MKS drills? Does the Ore storage tank have to be in the same docked vehicle or can mined ore be be scavenged into an unconnected storage tank nearby? It seems that in MKS ore isn't needed in any production chains, is that correct? With so many different resources in MKS, it's unlikely I can find a spot with good concentration of each of the resources. Do I need a separate outpost for each of the resources in a place where its concentration is optimal? I have contradictory goals of simply mining some ore to fulfill the contract, and a goal of kolonizing Minmus by deploying a base with an end-to-end life support and, eventually, launchpads on Minmus. Please tell me what would be a minimal MKS base that: 1. can mine ore 2. can be expanded to support all the production chains I've seen the original tutorial, but it doesn't help me: https://github.com/UmbraSpaceIndustries/MKS/wiki/Outdated-Tutorials-Archive it describes every new part, and every new resource, but I can't figure out how to get started.
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
orfest replied to AlphaAsh's topic in KSP1 Mod Releases
Hi, I'm on linux x64 1.1.3, lots of mods installed. KK keeps moving all my launches to Dull Spot, and the buttons "Set as default", "Use default" do nothing. "Use default" buttons gives this message: "KK could not determine the default launchsite." For now I have l to select the launch site KSC Launchpad after every "Revert to VAB". Dull Spot is beautiful and I like it, but some of the contracts require me to land at KSC Runway or drive a car around KSC. Is there something I can add to my save file to set the default launchsite for KK?- 872 replies
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[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
orfest replied to tobyb121's topic in KSP1 Mod Releases
Hi, Whenever I take a picture of a body (Sun, Mun, Minmus, Kerbin) with a "Deep Space Telescope", right-click it, select "Check Results" and "Transmit Data", nothing is being transmitted. In particular, it prevents me from completing my "Take a picture of the Sun" contract -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
orfest replied to nightingale's topic in KSP1 Mod Releases
Hi all, I was just offered a contract "Field Research: Biome study of Kerbin's Tundra", it asks me to perform an experiment landed on Kerbin in Tundra. The experiment is ... Eccentric Kuarks! Contract's prestige: 1 star. Completion reward: 27069. Reputation: 1. The experiments needs ~25000 money and getting 72 tons of equipment to Tundra. I haven't even reserched Eccentric Kuarks yet!- 469 replies
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
orfest replied to erendrake's topic in KSP1 Mod Releases
Yes, the same. - - - Updated - - - I have 1 active small inline reaction wheel and 2 disabled reaction wheels. The probe core is Probodobodyne OKTO2, which has no reaction wheels. Now I'm trying to make kOS perform 2 maneuver nodes in a row. It executes the first one just fine, but on the second one it stops steering. Whatever, I'm going to write a PID to steer. - - - Updated - - - Ok, after carefully inspecting the save file, it appeared that the FlighComputer (from RemoteTech) was set to mode KillRot. Setting it to OFF resolved the issue of the craft not steering, now it steers just awesome . -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
orfest replied to erendrake's topic in KSP1 Mod Releases
I'm sure the script is running, because every second it prints the angle between SteerVect and SHIP:FACING:VECTOR. I can perfectly steer it manually after the script finishes. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
orfest replied to erendrake's topic in KSP1 Mod Releases
Thanks for your reply. I have ~20000 units of electiricity. I did more tests with Physics time per frame set to 0.12sec. COOKED controls perform not as good as I expected. Angle between SHIP:FACING:VECTOR and SteerVect stabilizes after ~15 seconds at ~2.4 degrees. If I want "LOCK STEERING" to be more accurate than what I get out-of-the-box, can I somehow tune the COOKED controls? Edit a config file? Re-compile kos.dll with better setting? Implementing a PID-regulator using RAW controls takes time and consumes a lot of precious disk space on the vessel. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
orfest replied to erendrake's topic in KSP1 Mod Releases
Hi all, I'm having issues with LOCK STEERING TO <any-direction>. What I see the craft does: 1. Turns to the desired vector, until it is within ~0.2 degrees. 2. Stabilizes the steering and performs a roll of several degrees. 3. Stops controlling steering at all. (yaw, pitch and roll controls are neutral). 4. Slowly drifts away from the desired direction. That's my first experience with kOS. Could you please confirm if this is a wrong behavior of kOS? I'm running 1.0.2 on Linux x86_64, with 30 mods installed including RemoteTech (RT is disabled in kOS settings). kOS version 0.17.2. kOS code I'm using: SET SteerVect to NEXTNODE:BURNVECTOR:NORMALIZED. LOCK STEERING to LOOKDIRUP( SteerVect, SHIP:FACING:TOPVECTOR). NEXTNODE exists and it is a node of 1000 m/s. -
What I also like is 1. reading about physics (not only orbital mechanics but also astrophysics) and 2. developing scripts to help design missions (optimize craft mass/cost, simulate aerobraking, compute extraplanetary transfers, etc).
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
orfest replied to DMagic's topic in KSP1 Mod Releases
Is functionality of all parts the same regardless of their scale? Is it correct, that large scale magnetometer gives the same amount of science but costs more and weighs more? -
Hi, Which mods add more contracts to KSP 0.90? I used to install FinePrint, but not it's integrated in stock. I know that MissionController2 offers some new contracts and they do look good to me. I wonder, what other mods add new contracts?
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Is automated Space Infrastructure possible?
orfest replied to orfest's topic in KSP1 Gameplay Questions and Tutorials
Thanks for letting me know about kOS, looks awesome. -
Hi, Reading through the Atomic Rocket website, I found a fascinating picture of Orbital Propellent Depots (see below) by Hop David. I like the idea of setting up the Space Infrastructure and spreading my Kerbal empire across the whole Kerbol System, consuming all the resources I can mine from celestial bodies. There are many benefits from having Orbital Propellent Depots, such as decreased mass of rockets, reducing number of stages, etc, but it takes HOURS to bring a depot into space and to load enough fuel into it, because I need to be docking constantly, and docking always takes a lot of my time. Do you know if this can be automated? Say, after I bring a depot into orbit, and launch both 'green' (according to the image below) and 'red' ships, can I have them running constantly, refuelling my depots automatically? If there are no mods currently able of doing this, do you think such a mod can be created? Can a mod control one ship, while I'm controlling the other ship and use time/physics warp? Also, can a mod keep launching pre-selected ships into orbit? I know that L1 and L2 LaGrange points are not going to happen in KSP, but L3, L4 and L5 can be easily faked, which is good enough for me.
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Thanks for the responses.
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Hi, The filtering bar in the map view has a button "Base" (between buttons "Station" and "Kerbonaut"), what is this button for? Can you build bases in vanilla KSP 0.23.5? Image from HarvesteR's Dev Blag: