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Mulberry

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    Bottle Rocketeer
  1. I apologize if this has been answered before, but is there a way to modify the servo groups after leaving VAB?
  2. They come from this mod: http://kerbalspaceprogram.com/0-18-1-h-o-m-e-start-kit/ - the mod isn't maintained anymore and some of the key components no longer work, but it does have 3-4 parts that I use consistently.
  3. Here's my newest kethane mine/refinery - all modules have deployeable wheels and can be linked together for situations where manual EVA linkage is not available. Also shown: the refueling platform that this refinery supplies.
  4. I added inline parachuts to each module on all sides except one so that the chutes opening would naturally orient the craft correctly relative to the landing gear. I also added 4 sets of small SAS-2 vernier pods to each segment for emergency braking. I didn't end up needing them much for the landing but I think I have enough thrust to reach low orbit with the unpacked craft should I ever want to.
  5. No, I thought about it, but I was put off by the fact that none of my IR washers were the right diameter for the rest of the module. Its a really cool idea though. Yea you're right about the landing legs also. Here is the craft file: http://www./view/x0232s3vyq7bhzd/Orion_4_1.craft
  6. Hello everyone, this is my first time posting something. This build is basically everything I need to set up a self sustaining outpost packed into a single ship. I've only taken it as far as Duna so far but I made it with a solid 2.5k dV to spare (before ejecting the engine and tanks anyway). VAB: Internals Closeup: Launchpad: Stage 1: Stage 2 Asparagus Linked: Stage 2 - no more asparagus! Stage 3 Detached and landed at Duna It has a habitation module, kethane drill, storage, converter, a solar power tower, 2 rescue pods, 2 kethane scanning probes, and 2 rovers with KAS attachments for unpacking everything. A lot of the build ideas were inspired by this although I abandoned the multi-rocket approach after a few multi-rocket missions were scuttled by unfortunate docking glitches. I'm using KAS, Novapunch, IR, Mechjeb, Kethane, HOMEAll in all, I'm pretty happy with it - definitely room for improvement though. It's nowhere near as elogant as that video that inspired it. The rescue pods should have been tested more thoroughly - they don't have much range and I probably could cut the rcs fuel in half and still have more than I need. Its also a bit wasteful in that I don't have any way to preserving fuel/engine stage once I reach my destination. It'd be better to undock that in low orbit or deorbit it separately so that it can - at very least - be used as storage. I'd love some feedback though.
  7. Ah, you were right, somehow there was a second copy of the pistons in the root parts folder that must have been conflicting. Removed duplicates and now the pistons go the right way. Thanks for the tip. Also thanks to everyone that is supporting this mod. Much appreciated!
  8. I haven't seen anyone else with this issue so I'll just mention I've reinstalled this mod fresh a couple times and I'm getting duplicate copies of all sizes of IR Pistons in VAB and no matter what size/copy I use the piston extends in the wrong direction - in to the base and out the back side. I'm not using a ton of mods - nova punch, kas, kethane, mechjeb, and this. See screenshots: Pistons in VAB 1: http://steamcommunity.com/sharedfiles/filedetails/?id=253197869 Pistons in VAB 2: http://steamcommunity.com/sharedfiles/filedetails/?id=253197878 Piston Start Position: http://steamcommunity.com/sharedfiles/filedetails/?id=253197900 Piston End Position: http://steamcommunity.com/sharedfiles/filedetails/?id=253197885
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